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GMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 www.GMTGames.com RULES BOOKLET The Mongols—13th Century T HE BATTLES OF: The Indus (The Khwarazmian Persians; 1221) The Kalka (The Russians; 1223) Liegnitz (Eastern Europe; 1241) Ayn Jalut (The Mamluks; 1260) A GREAT BATTLES OF HISTORY GAME VOL. X Table of Contents 1. Introduction ................................ 2 2. Components and Terms .............. 2 3. The Sequence of Play ................. 5 4. Leaders ....................................... 5 5. Leader Activation and Orders .... 7 6. Movement ................................... 10 7. Facing and ZOCs ........................ 14 8. Missile Combat ........................... 15 9. Shock Combat ............................ 17 10. The Combat Tables .................... 21 11. The Effects of Combat ................ 21 12. Withdrawal and Victory ............. 23 a Richard Berg/Mark Herman design Version 1.0 AUGUST/2004

*3 Dog Rules 5-24-04 rules-5.pdfGMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 RULES BOOKLET The Mongols—13th Century THE BATTLES OF: The Indus (The Khwarazmian Persians; 1221)

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Page 1: *3 Dog Rules 5-24-04 rules-5.pdfGMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 RULES BOOKLET The Mongols—13th Century THE BATTLES OF: The Indus (The Khwarazmian Persians; 1221)

GMT Games, LLCP.O. Box 1308, Hanford, CA 93232-1308www.GMTGames.com

RULES BOOKLET

The Mongols—13th CenturyTHE BATTLES OF:

The Indus (The Khwarazmian Persians; 1221)

The Kalka (The Russians; 1223)

Liegni tz (Eastern Europe; 1241)

Ayn Jalut (The Mamluks; 1260)

AGREAT

BATTLESOF

HISTORYGAMEVOL. X

Table of Contents1. Introduction ................................ 22. Components and Terms .............. 23. The Sequence of Play ................. 54. Leaders ....................................... 55. Leader Activation and Orders .... 76. Movement ................................... 107. Facing and ZOCs ........................ 148. Missile Combat ........................... 159. Shock Combat ............................ 1710. The Combat Tables .................... 2111. The Effects of Combat ................ 2112. Withdrawal and Victory ............. 23

a Richard Berg/Mark Herman designVersion 1.0 AUGUST/2004

Page 2: *3 Dog Rules 5-24-04 rules-5.pdfGMT Games, LLC P.O. Box 1308, Hanford, CA 93232-1308 RULES BOOKLET The Mongols—13th Century THE BATTLES OF: The Indus (The Khwarazmian Persians; 1221)

2 Devil’s Horsemen — RULES OF PLAY

© 2004 GMT Games, LLC

1.0 IntroductionThe Devil’s Horsemen (TDH) simulates, in game form, four of themajor battles the Mongols fought in the West to exert their su-premacy over the largest empire the world has ever known. TDH isthe tenth volume in the Great Battles of History Series.

TDH uses the same “basic” system as Cataphract (Vol. VIII),including modifications from the “Attila” module, plus rule changesand additions that portray the Mongol’s tactical concepts andadvances in weaponry, especially archery. We also have changedthe Rally rule to something more historical, and certainly moreinteresting. Any rules changes from Cataphract are noted with a <<indicator.

We also have included historical notes so you can see whatquestions of military history arose from the individual battles.There is also the usual section on Terminology, all so that you canunderstand more fully where we are going—and where it all camefrom. Finally, there are indicators of how long and how well-balanced (in terms of having a chance to win) the battles are—allbased on playtest experience and input. Your experiences, to besure, may vary.

A Note for PlayersThe Devil’s Horsemen, while not an overly difficult game to learn,understand or play, uses a tactical system which most rewards thosewho know what their men can do and how to exploit the capabilitiesof even the worst of them. This is a very cavalry-archery orientedstyle of warfare, much the same as in Cataphract, but with someinteresting tactical refinements and better weaponry. To calmlyblunder into battle with a “let’s see what happens here” theory is tobe invited to dinner by the Khan, and get to lie under the table,getting crushed to death (a unique Mongol form of dinner theater).

For Those Who Have Never Played a Historical SimulationBefore: We wouldn’t normally recommend this game for novices,but you’ve already unfolded your yurt, so you might as well give ita shot. Your main problem will be that war gaming, like mostintrospective systems in life, has its own language. That languageis the main barrier to enjoyment, much like the first time you triedto use a computer (or set the clock on your VCR). Also, the rules usea “sectional” approach that, while makes reading them a somewhatdisjointed process to the uninitiated, does help you find things a lotquicker when you need them. Above all, this is supposed to be Fun,so don’t take anything we say too seriously, and sort of slide throughthe rules to see what those mysterious words mean. (The section onTerminology is most helpful in this case.) This will get you going,more or less. We then suggest you start with `Ayn Jalut; set it up(that means put all the designated counters in their assigned“starting” hexes), turn to the Rules Section called Sequence of Play(3.0) and simply start doing what that sequence tells you to do,referring to the rules when you don’t understand what to do next.After about 20-30 minutes you’ll be just as good at this sort of thingas we are.

For Those Who Have Not Played the System Before: Even ifyou are quite familiar with simulation gaming, we suggest thatyou set up the ‘Ayn Jalut scenario and push the counters aroundfor a turn or two before actually starting a game. This will reveal

the various tactical strategies available, how the different types ofweapons system may best be used and how best to (try to) protectagainst them. The one thing to remember is that the more youknow about your units and how they act/interact, the bettercommander you will be.

For Those Who Have Played the System: TDH retains all the corerules from the earlier titles, except for those marked with <<. Anumber of familiar rules have been dropped, reflecting the changeshistory and the March of Time have wrought. You will note theincreased effectiveness of missile units due to the use of theComposite Bow, so a thorough review of the Charts & Tables isheartily recommended.

2.0 Components and Terms2.1 The MapsEach battle uses game maps on which is overlaid a hex grid toregulate movement and combat. The effects of the different typesof terrain on the map are covered in the rules and charts.

2.2 The Playing PiecesThere are three types of playing pieces, or counters: combat units,representing the various types of fighting troops; leaders, theindividuals who command the troops; and information markers,used to note certain types of information necessary for play.

>>2.21 Combat units: All combat units are rated numerically fortheir Troop Quality (TQ) and Movement capability. Units capableof firing missiles also have a Missile Indicator, indicating the typeof missile used (B = Simple Bow, C= Composite Bow, CB =Crossbow, etc.). The Missile Table gives the Ranges for thesemissiles. Each combat unit has two sides.

• When many non-Mongol units are flipped, the reverse sideindicates they have “Moved” once that Turn and will sufferCohesion penalties if/when they move again that turn; see 6.1.

• When a Mongol unit and certain other units (such as Mamluk LC)are flipped, it indicates it is Dismounted and fighting on foot.Mounted cavalry, other than Knights, that have a Dismountedside, do not suffer Cohesion Hits from “excess” movement whilemounted. They do so while Dismounted, however.

HISTORICAL NOTE: This change to the reverse side of Mongolcavalry reflects two historical points. One is the hardiness ofMongol units, increased by the fact that Mongol horsemen cam-paigned with about 4–5 horses, and several sources indicate theystayed fresh in battle by changing horses during the fray. As for the“dismounted” side, see the Rout rules, below.

2.22 Each unit is a certain Type (HI, LC, etc.), the type being usedto determine certain combat results and effectiveness vis a vis othertypes. Some types are subdivided by Class: (e.g., Cataphracts,Knights). The unit’s “type” denotes the weapons it used as well aswhether any armor/protection was worn. Type is important indetermining Superiority (see 9.18).

2.23 Examples of Units

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Devil’s Horsemen — RULES OF PLAY

Leaders have a variety of ratings, used to rate their Initiative andCommand, as well as their fighting, capabilities—both as leadersand individually. These are discussed in §4.1.

Informational Markers, such as “Shock-Check TQ”, “#’s” (repre-

senting Cohesion Points lost), “Routed”, “Missile Low”, etc., areused to record certain game functions, as discussed below.

2.3 Charts, Tables, and the DieThe use of each chart and table is explained in the rules. The gameuses a 10-sided die; the ‘0’ is treated as a ‘0’ (not a ‘10’), and is lessthan ‘1’.

2.4 TerminologyKnowledge of the following game terms will be useful for play.

Activated Leader = The leader who is giving Orders or LineCommands to his troops at any given instant. Only one leader maybe active at any one time.

Class = Subcategory within type, used to differentiate betweenvarious weapons systems within a type. EXAMPLE: Knight

Cohesion = A unit’s ability to remain in an organized, fightingformation. In the game this is measured in the form of CohesionHits.

Disorder = A formation-oriented status attained by cavalry unitsafter shock combat, whether victorious or not.

Inactive Leader = A leader who has yet to be activated and is stilleligible to be activated.

Finished Leader = A leader who has previously been activated that

Rear (Finished Side)

Finished Indicator

Name

Command

Charisma

Line Commands

Rank

Command Range

Elite Indicator (see 5.5)

Sample Leader—Front (Activated Side)

Initiative

Name

Contingent

Charisma

No Line CommandsPossible

Rank

Command Range

Sample Contingent Commander

Initiative

Type of Missile

Unit Type (Heavy Cavalry)

Movement Allowance

Tumen I.D.

Unit I.D.

Troop Quality (TQ)

Sample Combat Units

CataphractHeavy Cavalry(Indicated by HC in ablack box)

KnightHeavy Cavalry

DismountedKnight/HeavyInfantry

Light CavalryTriangle indicatesShower Fire Tactics(8.2)

Light CavalryLC in a box indicatesFeigned Retreatcapability (6.7).

MediumInfantry (front)

Light Infantry

Heavy Infantry(Dismounted MongolCavalry)

MongolArtillery

MediumInfantry (back).Stripe indicates unithas Moved.

Disordered(11.61)

One VolleyRemaining (8.14)

Out of Missiles(8.14)

Disordered with OneVolley Remaining

Routed (11.13,11.41)

Moved(6.14)

Rallied(11.52)

No LineCommand

LeaderWounded

CrossbowFired

Cohesion Marker(11.1)

Engaged(11.2)

Trumped(5.44)

Must Shock(7.32)

Smoke (seespecial rules)

Standards(11.31)

Sample Markers

In Column(6.41)

Must Shock NoTQ Check (7.32)

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© 2004 GMT Games, LLC

turn and is Finished, and may not be activated again. Leaders maybe Finished for other reasons, such as being Wounded, failure toTrump, etc.

Leader = Interchangeable with the word Commander. Leaderswere the generals who commanded and influenced the troops.

MA = Acronym for a unit’s basic Movement Allowance. It alsorepresents a unit’s maneuverability vis a vis the other units in thegame.

Missile Volley = Friendly units shooting arrows at enemy units.

Momentum = The mechanic by which a leader can undertake morethan one Orders Phase in a turn.

Noyan = Mongolian subordinate commander, usually in charge ofa single tumen.

Orders Phase = The period during a turn when a Leader givesIndividual Orders or Line Commands to his troops to move andfight.

Order/Line Command = The two methods leaders have of gettingtheir troops to move. Orders apply to individual units; Line Com-mands to entire groups of units. In terms of whether a leader can/may issue an Order or a Line Command they are treated separately.

Orlok = Mongolian Army Commander, sometimes there weremore than one at a battle.

Shock Combat = Hand-to-hand, (and, often literally, eyeball-to-eyeball), hack and thrust, slash and crash, melee.

Superiority = The relative capabilities and “killing” effectivenessof the opposing weapons/armor systems. Superiority, when achieved,will substantially increase an opponent’s losses in Cohesion Hits.

Tumen = Mongol word for what we would call a division. Itnumbers approximately 10,000 men. The Mongol army was orga-nized on a strict decimal level, with each tumen containing 10minghans, or regiments, and so forth, down the decimal line. Unitsdid not always (or even usually) have their full “paper” contingent.

TQ = Acronym for the all-important Troop Quality rating. The TQRating is, by far, the most important number a combat unit has. Itwill be consulted constantly throughout play—at almost any timea unit does something that will endanger its cohesion. The CohesionHit and TQ Check Charts summarize when a player uses the TQRating.

Trump = The mechanic by which an enemy leader can stop afriendly leader from undergoing an Orders Phase and transfer thatphase to that enemy leader. It also can be used by a friendly leaderto go before another, lower-rated friendly leader.

Type = General, categorical description of a combat unit, usuallyused to determine combat effectiveness and results. Examples: HI(Heavy Infantry), HC (Heavy Cavalry), etc.

Zone of Control (ZOC) = The hexes—usually directly to the frontof a unit—into which that unit exerts, by its presence, enough“influence’ so as to inhibit freedom of movement.

DESIGN NOTE: We are no longer using “Size” ratings. We know,to some extent, the overall army numbers. However, individualunits within that army were often not “named” as we know it and,therefore, are, for game purposes, homogenous when it comes tosize. To that extent, the number of men in an individual “unit” is notan issue.

Knowledge of the following types of combat units/terms will beuseful for play.

Heavy Cavalry (Cataphracted): Cavalry in whichboth horse and rider were covered with often spectacu-lar lamellar layered armor and helmets, quite similar to

that worn by the Japanese in later years. Some, mostly Russian andPolovtsian, included full face masks. These are elite troops, meantfor the final blow, armed with bow, sword, mace, lance, and a wholehost of weapons of messy destruction.

Heavy Cavalry: Armored riders, unarmored horses.These were usually the second-tier of heavy cavalry,men who could not afford the spectacular protection

afforded to the elite. Some carried bows and arrows, most usedswords and mace, with occasional lances.

DESIGN NOTE: For years it was thought that the Mongol armieswere comprised solely of poorly dressed, virtually unarmored lightcavalry. Recent research and archaeological discoveries haveshown just the opposite: Mongol armies usually contained about40% heavy cavalry, with the elite units sporting extensive armor,some of it quite colorful, although not as visually spectacular asthat of the Russians.

Knights: Heavy European cavalry, where the rider wasprotected by plate armor and driven by the Europeancode of battlefield chivalry, a form of channel-vision

aggression that served little purpose in a large battle. Most of theweaponry was sword, with the occasional lance.

Light Cavalry: As heavy infantry was to the Romans,and hoplites to the Greeks, so was bow-armed LightCavalry to the Eurasian steppe tribes that formed most

of the armies in the game. Sporting a composite bow or greatcapability, wearing some felt (and for the Mongols, silk underwear)protection, and not much else, the steppe LC could ride and fire, rideand fire, all day long. Some did it better than others, but they wereall pretty much derived from the same theories and practices. Theywere not partial to shock combat, at all.

Heavy Infantry: There are no Heavy Infantry units, perse. However, Heavy Cavalry may dismount, and whenthey do, they become Heavy Infantry … armored,

shields and swords delineating that status.

Medium Infantry: Most infantry of the era and area,when there was any – the Russians did use large infantrycontingents – was what the game would treat as “Me-

dium”. Medium Infantry were sword and spear-armed, with a metalhelmet but body armor of leather or another non-metal substance.Russian infantry could be effective against cavalry because theywere quite adept in using their spears to best effect.

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Devil’s Horsemen — RULES OF PLAY

Light Infantry: This class denotes archers,crossbowmen and other similar troops, usedsolely for fire capabilities. They were neitherarmed nor trained for shock combat and had to

be protected against same by other units. There also are somerabble-level conscripts herein, so poorly armed and trained that wehave relegated them to Light Infantry status.

Artillery: Ranges from the large spear-throwing cross-bow-like mechanisms of the Polovtsian to the primitivegunpowder tubes the Mongols adapted from their years

of warfare with the Chinese.

2.5 Game ScaleEach foot unit represents about 500 men. Each mounted unitrepresents about 350 men.

Each hex is approximately 100 yards from side to side. Each gameturn covers about 20 minutes of real time, although gamers shouldnot take that too literally.

2.6 Game LengthThere is no Turn Record Track, although there are game turns. Abattle is fought until one side withdraws/routs—so there is (usually)no need to keep track of how many turns have passed. We haveprovided a variety of battles in terms of size: 2 small (1/2 map), 1medium (full map), and 1 large (2 maps). The half-map battles willtake 3-4 hours to play while the larger two will go twice that.

3.0 The Sequence of PlayPlayers activate each of their leaders in the order determined bytheir Initiative Rating per 5.1. When a leader is activated he givesorders which allow units within range to move and conduct combat.After all leaders are Finished, each player checks for Army With-drawal after which that game turn is concluded.

A. Leader Activation PhaseThe player with the lowest-Initiative-rated leader, who has not yetbeen activated, activates that leader. If that Leader wishes to issuea Line Command, he rolls for the ability at this point [4.23]. Thatplayer may attempt to by-pass that Leader’s turn by Trumping hisown leader [5.41].

B. Orders Phase1. Movement and Missile Fire Segment.

a. For each Individual Order issued by an activated leader theplayer may perform any one function listed [5.22] with onecombat unit or leader. OR,

b. For each Line Command issued, a number of units within rangeof the leader may Move and/or Fire Missiles [5.23]. OR,

c. Perform a Standard Rally which requires all units adjacent tothe leader’s Standard to make a Rally die roll (see 11.54).

Units capable of Orderly Withdrawal [6.5], Feigned Retreat [6.7],and/or Reaction Fire [8.4] may do so throughout this segment.

2. Shock Combat Segment. After a leader has finished issuingorders, eligible units engage in Shock combat, using the following

sequence [9.1]:a. Shock Designation: all non-moving, eligible units that choose

to Shock are given Shock-No Check markers.b. The Charge (Pre-Shock TQ Check)c. Resolution of Possible Leader Casualtiesd. Resolve the Shock.e. Check for possible Collapse

C. Momentum Phase OR Return to “A”.The player whose leader was activated in the immediately preced-ing Orders Phase may attempt a Momentum die roll to give thatleader another Orders Phase (Phase “B”), or, play returns to Phase“A” for any leaders that remain un-activated.

D. Rally Phase1.Remove “Rallied” and “Disordered” markers.2. Rout Movement: Routed units must undergo Rout Movement

[11.42].3. Reload Segment: Eligible missile units may get more missiles

[8.15]4. Army Withdrawal Check: Each player checks to see if his army

has reached its Withdrawal level.5.Flip all “Moved” units and “Finished” leaders back to their front

sides. Remove any Moved/No Line Command markers.

At the conclusion of the Rally Phase that game turn is concludedand another game turn begins. There are no set number of turns. Thebattle continues until one side withdraws.

4.0 LeadersCombat units may not move or missile fire without getting either anOrder or a Line Command from a leader. Those combat units thatreceive such Orders during a turn, or that are within Commandrange of that same leader, or executing an Uncontrolled Aggres-sion, may conduct Shock Combat. Each leader counter has twosides: “Active” and “Finished”. A leader who has not yet been or isnow activated uses his Active side. A leader who has concluded itsactivation is flipped to his Finished side.

4.1 Leader CountersEach leader possesses several ratings:

Initiative (Activated Side only): Denotes his basic ability tocontrol forces and make rapid decisions. Initiative is used todetermine the order of leader activation and the chances of thatleader being able to use Momentum. It also defines the number ofIndividual Orders that leader may issue per Orders Phase. Thebetter leaders have higher ratings.

Elite Commander Initiative: This refers to leaders with a red

Name

Contingent

Charisma

Line Commands

Rank

Command Range

Elite Indicator (see 5.5)

Leader—Front (Activated Side)

Initiative

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triangle next to their Initiative; see 5.5 for use.

Line Command (Activated Side only): The number to the right ofthe Initiative Rating indicates that, if eligible [4.23], that leader-instead of issuing a series of orders to a given number of units—mayissue a Move and/or Fire order to all units in that number of Lines.Contingent Commanders may not issue Line commands and,therefore do not have this rating.

Command Range (Activated Side only): The base range in hexesover which that leader may exert his Initiative. Denotes his overallpresence on the battlefield, as well as the presence of his aides andthe effectiveness of his abilities.

PLAY NOTE: Some armies have more than one “Overall” com-mander. The individual scenarios cover this situation.

>>Charisma: Denotes his ability to Rally his troops and aid themin Shock Combat.

The Movement Allowance (MA) of a leader is not printed on thecounter. Rather, the number of Movement Points a Leader mayexpend in a single Orders Phase is nine (9) for all leaders.

4.2 Leader CapabilitiesThere are three types of leaders in TDH: Overall Commanders,Subordinate Commanders, and Contingent Commanders. Section4.3 describes the Command System, while this section describesthe general capabilities of all leaders. When activated, a leader mayissue either Individual Orders or Line Commands. He may not doboth.

4.21 A leader may give Individual Orders to any friendly combatunits within his Command Range (subject to Command Restric-tions), which is an unobstructed path of hexes equal to or less thanthe range traced between leader and unit. Count the unit’s hex, butnot the leader’s. A path is obstructed by hexes occupied by enemyunits, a hex in an enemy Zone of Control (ZOC), or terrain a leadercould not cross or enter. Friendly combat units negate enemy ZOCsfor purposes of tracing order paths. All other paths are consideredunobstructed. Command Ranges are calculated at the instant theOrder is given.

4.22 An Individual Order allows one friendly unit to conductmovement and/or missile volley, rally a unit, etc., as per 5.22. In agiven Orders Phase a leader may issue a number of orders equal tohis Initiative Rating. Once a leader can give no more Orders andcannot be activated again, flip him to his Finished side.

>>4.23 A leader, instead of issuing Individual Orders, may issueLine Commands (most leaders can only issue one) if he is eligibleto do so. Units issued a Line Command may Move and/or Fire; see5.23. A Line consists of units only of the same type and organizationas denoted in the individual scenario Command//Leaders and Linesrules. All units comprising a given Line must be within twice theCommand Range of the leader involved. The path is traced as if hewere giving an order (see 4.21). Units in a Line do not have to staytogether when they move, and all eligible units do not have to takepart.

PLAYER NOTE: Line Commands are handled differently than inprior games in the series. Experienced players should read the

above and the Line eligibility requirements given in the scenarioinstructions carefully and refrain from adding exceptions andconditions from prior games that are not there. For example, thereis no requirement that the leader be within any specific distancefrom the units in the Line as long as the units are within twice hisCommand Range. All eligibility requirements are determined at theinstant the Line Command is issued. See also 5.24 #3.

4.24 In order for a leader to move, that leader must either issue anIndividual Order to himself, receive an Individual Order from theOverall Commander, or move at the same time as the Line to whichhe issued a Line Command. See, also, 6.15.

4.25 A leader, other than the Overall Commander (see 4.3), who isin an enemy Zone of Control may not issue Orders or LineCommands—either to combat units or to himself, and thus may notmove out of that enemy ZOC—unless and until he is moved out ofthat ZOC by an Order from the Overall Commander.

4.26 A leader who is “Finished” [5.15] may not issue Orders or LineCommands. However, he may move, but only if ordered by anOverall Commander to do so.

4.3 Command System4.31 Overall Commanders: Overall Commanders (OC) functionlike other leaders except that, when activated, an OC can:1. Leave an enemy ZOC by issuing an Individual Order to them-

selves (this costs two (2) orders);2. They may issue Individual Orders to other, friendly leaders (one

leader per Orders Phase) to move them. If the leader to be movedstarts in an enemy ZOC it costs the OC two (2) Orders to movethat leader. Note that an OC in an enemy ZOC may not issue anOrder to move another leader; he must first leave that ZOC;

3. Automatically issue Line Commands;4. Use their Command Range to allow subordinates to issue Line

Commands.5. Use an Order to replace an eliminated leader

PLAY NOTE: An OC in an enemy ZOC can only perform item #1above—leave an enemy ZOC. Immediately upon leaving an enemyZOC, an OC can again issue individual Orders and, if applicable,use its Command Range to allow other subordinates to issue LineCommands. The OC cannot issue Line Commands immediatelyafter leaving an enemy ZOC, but could issue Line Commandsduring subsequent activations if it meets the conditions to do so.

>>4.32 Subordinate Commanders: Subordinate Commanders(SC) function like other leaders with respect to Individual Orders,but to be eligible to issue a Line Command they must start theirActivation Phase, as follows:

1. If within the Overall Commander’s Command Range, the sub-ordinate may automatically issue a Line Command (no die rollnecessary). That ability to issue a Line Command stays with thatleader for that turn, into any immediately succeeding Momen-tum activation. Or,

2. If a Subordinate Commander is not within his OverallCommander’s Command Range the player may still attempt aLine Command for that leader by rolling the die and comparing

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it to his Initiative:• If the DR is the same as or lower than that leader’s Initiative, the

Line Command may be issued.• If the DR is higher, the Leader is Finished.

In either case, the Subordinate Commander must meet the require-ments listed in [4.23]. In certain scenarios, Subordinate Command-ers may be further restricted as to the nationality/types of units thatthey may command.

PLAYER NOTE: Other than the above, there is no restriction whenthe Subordinate Commander may issue a Line Command.

EXAMPLE: At the Indus River Emir Timur Malik can give Ordersand Line Commands only to the Khwarazmian Right Wing units. IfTimur Malik is outside Shah Jalal ad-Din’s Command Range of 7hexes, he would have to roll his Initiative (5) or less to issue a LineCommand.

3. For the first turn of the game (only), all subordinates may issueLine Commands without a die roll.

PLAY NOTE: #3 accounts for orders issued pre-battle by the OC.

4.33 Contingent Commanders: Contingent Commanders (CC)function like other leaders with respect to Individual Orders.However:• They may issue Orders only to the units in their contingent (noted

on the counter).• The may not issue Line Commands• They may not use Trump or Momentum,

PLAY NOTE: Some Subordinate Commanders are really Contin-gent Commanders but without the last two restrictions.

DESIGN NOTE: Players will soon realize that Line Commands area very efficient way to move large numbers of units. However, LCsdo restrict what a leader may do. For example, a leader issuing aLine Command to move may not rally units in that Orders Phase.

4.4 Leaders and CombatThis section covers general rules relating to leaders and enemycombat units. For specific rules for casualties during Shock, see9.15.

4.41 Leaders may enter enemy ZOCs only if stacked with a friendlycombat unit or that ZOC already contains a friendly combat unit.Like combat units, leaders, too, must cease movement for thatOrder upon entering an enemy ZOC. A leader may leave an enemyZOC by himself, but only if he receives orders from the OverallCommander; see 4.3.

>>4.42 A leader stacked with a friendly combat unit that undertakesan Orderly Withdrawal (6.5) may withdraw with that unit. Theinstant any enemy combat unit moves adjacent to a leader, thatleader may conduct an Orderly Withdrawal if stacked with afriendly combat unit. However, if at that instant the leader is alonein the hex or stacked with a non-combat unit, one of the followinghappens:

1. If the enemy combat unit is a foot unit, simply place that leaderwith the nearest friendly unit; if there are no friendly units on the

map the leader is eliminated.

2. If the enemy combat unit is a mounted unit, roll the die. If the dieroll is higher than that leader’s Initiative Rating, the leader iseliminated (Captured/Killed). If the die roll is the same as orlower, place the leader with the nearest friendly unit, as above.

In either case, if the leader cannot trace a path to the nearest friendlythrough passable terrain that is clear of enemy units and their ZOCs(friendly combat units negate enemy ZOCs for purposes of tracingthis path), it is eliminated instead.

>>4.43 Leaders, other than the Overall Commander, may beReplaced when eliminated by the OC issuing an Order to Replacea fallen subordinate with a Replacement leader. Eliminated MongolNoyan and other specifically designated leaders are simply placedback on the map. The OC does not need to be within range of anyparticular unit; simply place the Replacement leader in any hexcontaining a unit he is capable of commanding. The Replacementleader is considered “Finished” for that turn; he may not giveorders, nor initiate shock combat for units within range, until thenext turn. The number of Replacement leaders provided is a design-intent play limitation. If there are no Replacement leaders available,a dead leader may not be replaced.

DESIGN NOTE: A single, “named” Subordinate Commandercounter actually represents more than one “man”, in terms of theirpresence on the field.

>>4.44 Unless indicated otherwise in the individual scenario, anOverall Commander that is eliminated is not replaced; no otherleader takes over. If a replacement is available per the scenario, thatreplacement is treated as a Subordinate Commander (4.32), not anOverall Commander.

5.0 Leader Activation andOrdersLeaders issue Orders or Line Commands in the Orders Phase.Leaders may not issue any orders until they are Activated. Playersmay use the Momentum rule to give an activated leader up to twoadditional Orders Phases. They may also use the Trump Option toactivate a Leader sooner than usual.

An Important Note: For the sake of brevity, the word “order” willalso mean a Line Command (LC), unless the rule specifically usesthe term Individual Order (IO) to distinguish it from a LC.

5.1 How To Activate Leaders5.11 All leaders start the turn Inactive, and each has the opportunityto become Activated and issue Orders. After they complete issuingorders, they are then Finished.

5.12 Each game turn starts with one player activating one of hisleaders. Leaders are activated in the order of their Initiative rating,starting with the lowest to highest. In case of ties, roll a die; high rollgoes first, with players then alternating amongst the remaining,similarly-rated leaders. If two leaders on the same side have thesame Initiative Rating the owning player decides which one goesfirst. See, however, 5.4.

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5.13 Only Inactive leaders that have not previously been activatedin that turn are eligible for activation, with the exception of theMomentum Rule (5.3) and Elite Commanders (5.5).

EXAMPLE OF ORDER OF ACTIVATION: At Liegnitz, the Orderof Activation, exclusive of possible Trump attempts, would beBoleslaw, then a die roll to see which of the ‘4’ Initiative leadersgoes first, with the players alternating among the similarly ratedleaders, then a die roll to see if the Hvy Cavalry Noyan orWenceslas/Henry go next, and finally a die roll to see whetherPoppo or Baidan/Kaidan go next.

5.14 A leader may be activated a maximum of three (3) times insuccession in a single game-turn (using Momentum for the last twotimes). An exception is in reference to the “succession” require-ment with respect to Elite Initiative [5.5].

5.15 A leader is Finished when one of the following occurs:1. The leader has completed an Orders Phase and does not (or

cannot) make a Momentum attempt; or2. The leader is Trumped by an enemy leader; or3. The leader fails a Trump or Momentum attempt.4. A player declines to use that leader when it is his turn; i.e., he

“passes”.5. The leader fails a Line Command attempt (see 4.32).

5.16 When a leader is Finished, flip his counter over to so indicate.A Finished leader cannot undertake any further Orders Phases thatturn.

5.2 The Orders Phase5.21 Once activated, a leader can give a number of IndividualOrders equal to his Initiative rating to units OR, he can issue a LineCommand(s), OR he can conduct a Standard Rally as per 11.53.

EXAMPLE: Thus, when Subudei is activated he can either issue upto seven (7) Individual Orders or two (2) Line Commands for thatactivation. He may choose to issue less (or none); he may not issuemore in that Orders Phase.

5.22 Each Individual Order allows the player to1. Move any one unit. Missile units may fire a missile volley at any

time during their movement [8.1]; or2. Individual Missile Fire with any missile unit (without Move-

ment); or3. Remove two Cohesion Hits [11.14]; or4. Attempt to Rally a Routed unit [11.51]; or5. Replace an eliminated leader (Overall Commander only) [4.53]

>>5.23 Each Line Command allows all the units of certain typesthat are within twice the leader’s command range and meet the LineEligibility requirements [4.23] to Move/ Missile Fire as if they werejust given an individual order.

5.24 Leaders may move under the following conditions:1. An activated leader may issue an Individual Order to himself and

move alone.2. An activated leader may issue an Individual Order to a unit with

which he is stacked and move along with it. The leader mustremain with the moving combat unit and end up in the same hex.

3. An activated leader may issue a Line Command and move alongwith that Line as long as he starts in the same hex as a moving unitfrom that Line. However, he does not have to remain with thatunit/line, as long as he ends movement in normal CommandRange of one unit in that Line.

4. The Overall Commander (OC) may issue an Individual Order tomove another leader (which is helpful if that leader is in an enemyZOC, which requires two such orders). He may use a LC to moveanother leader only if that leader is stacked with a combat unit inthat Line.

5. A leader may move with a unit undergoing Orderly Withdrawal[6.5] if he is stacked with that unit.

5.25 Although a given combat unit may be ordered to move morethan once per game turn, it may not move (and/or Missile Fire) morethan once per Order Phase [6.11, 6.12].

EXAMPLE: At Liegnitz, if a Mongol HC unit is ordered to move bythe Hvy Cavalry Noyan it may not be ordered by the Hvy CavalryNoyan to move again in that Order Phase. It may, however, be soordered by the Hvy Cavalry Noyan if he gets a second (Momentum)activation.

5.26 Orders/Line Commands are not used to directly precipitateshock combat, which occurs in a subsequent Segment [9.1]. Indi-vidual orders can be used for Missile Fire, however [8.1]. ReactionFire does not require orders; it occurs in response to enemy actions.

5.27 Any leader—other than the Overall Commander—who startsan Orders Phase in an enemy ZOC can not issue orders (as per 4.25).However, his Command Range may still be used to designate unitsto engage in Shock Combat in that segment of the Orders Phase (See§7.31), so he is not entirely useless. Moreover, unless he comesunder 5.15, or he has used his Range to allow his combat units tofight (as above), he is not “Finished” simply because he is in anenemy ZOC; just “otherwise occupied.” If, later in the turn, hebecomes eligible to issue orders, the player must activate himbefore any higher-rated leaders. However, leaders so activated “outof order” may not use Momentum. [See 4.24, 4.31 and 5.24 formoving leaders in an enemy ZOC].

EXAMPLE: At Liegnitz, Poppo starts the turn in an enemy ZOC. Hecannot issue Orders or Line Commands, but can use his CommandRange to enable his Teutonic Knights to Shock Attack. Poppo wouldbe Finished for the turn. Henry can use an Order later in the turnto move Poppo out of the enemy ZOC, but Poppo remains Finished.

DESIGN NOTE: The ability of leaders in an enemy ZOC to allowunits in their range that are already in contact with the enemy toShock—even if that leader cannot do anything else—is more afunction of the units’ proximity to the enemy than the leader’sability, range, awareness, etc. The Leader ZOC limitation is simplythat—a “play” limitation that keeps this sort of thing under control.

5.28 After a leader has issued all of the orders he wishes (or can),friendly units engage in Shock in the ensuing Shock Segment, asdelineated by the Introduction to 9.1.

5.29 After Shock combat has been completed, that Orders Phase isfinished. Two things may now happen:1. The player may attempt to gain a Momentum Orders Phase [5.3]

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for the leader who just finished the Orders Phase; or2. The next, eligible leader with the lowest Initiative Rating is

activated (subject to Trumping), returning to Phase “A”.

When all leaders are Finished the players proceed to the RallyPhase.

5.3 MomentumPLAYER’S NOTE: Momentum (and Trumping, below) are highlyuseful and powerful gambits, especially for the Player with supe-rior leadership. However, there is usually a 20-40% chance ofbackfiring; when that occurs, Momentum can often provide theopponent with major possibilities.

5.31 At the conclusion of the Orders Phase, if the leader who issuedorders for that Phase• is not in an enemy ZOC, and• was not previously Trumped or Bypassed (5.44)

may attempt to undertake an additional Orders Phase with that sameleader. In order to do so, that leader must pass a Momentum die roll.

5.32 The player rolls the die and compares the result to the leader’sInitiative Rating. If it is the same or less than the rating that leaderstarts another Orders Phase (Phase B); if it is more than the ratingthat leader is Finished for the turn.

EXAMPLE: Thus, Poppo, Grand master of the Teutonic Knightswould need a die roll of 0–6 to gain Momentum; a 7–9 would Finishhim.

5.33 If the Momentum die roll is a ‘9’, then the die is immediatelyrolled again.1. If the second die roll is a ‘9’ then no further leader activation may

occur this turn, and play goes directly to the Rally Phase.2. If the second die roll is a ‘0’ or ‘1’, Paralysis occurs. That player

may not activate any further leaders for the turn, but his opponentis still eligible to activate remaining eligible leaders.

3. If the second die roll is a ‘2–8’ the leader attempting Momentumis Finished. Go Back to Phase “A”.

5.34 Momentum die rolls apply only to a leader who has justfinished an Orders Phase. You may not apply Momentum to aleader who Finished several phases ago.

Exception: A leader first activated by the Elite rule [5.5], thenactivated again—later in the turn—may still roll for one additionalMomentum.

5.4 The Trump OptionDESIGN NOTE: This is a game mechanic that is intended tosimulate the effect of superiority in the area of command. As such,it is likely to be used almost exclusively by the player with palpablybetter leaders (such as Subodei). The “inferior” player will oftenfind that, for him, its best application is when it backfires on hissupposedly better opponent. To that extent, players should beaware that, simply because this option is available doesn’t mean itshould be used indiscriminately.

Prior to each leader’s activation, both players are given one optionto trump that leader’s activation.

5.41 Active Player Trump Option. The player whose turn itnormally would be to activate his lowest-rated leaders may, instead,attempt to activate any other inactive leader with a higher Initiativerating. To do this the player must roll the latter’s Initiative rating orless on the die. If successful that leader is now activated; ifunsuccessful, the originally designated leader is activated and theone who is attempting the Trump is Finished. Contingent Com-manders may not make Trump attempts.

EXAMPLE: At the Indus, the Khwarazmian player, instead ofactivating the Emir Malik, could attempt to activate Shah Jalal ad-din by Trumping. A roll of 0–6 would be successful, but on a 7–9 theTrump would fail. If the attempt succeeds, Shah al-Din activatesinstead of Emir Malik. If the attempt fails Emir Malik activates, andShah al-Din is Finished.

5.42 Inactive Player Trump Options. The opposing player hastwo Trump options, each usable under different circumstances.

• Trumping the Trump. If—and only if—the Active player issuccessful with his trump (5.41) the opposing player then has theoption of attempting to trump that first trump activation with hisown leader—if that leader has an equal or higher Initiative rating.If successful this leader is immediately activated; if unsuccessfulthe initial trump activated leader activates and the leader attempt-ing the trump is Finished.

EXAMPLE: Using the example in 5.41, if the Khwarazmian playeris successful, the Mongol player then could use Genghis Khan toattempt to Trump the trump. If the Mongol player rolls a 9, the Shahwould remain activated and Genghis would be Finished, otherwiseGenghis is activated.

• Momentum Trump: If the active player is successful attempt-ing a Momentum die roll, the opposing player may attempt totrump in the same fashion as in Trumping the Trump, above.

EXAMPLE: At the Indus, Shah al-Din has been successful with aMomentum attempt. The Mongol player will have none of that souses Genghis Khan to attempt a Trump. He rolls a ‘7’, and insteadof the Shah activating, Genghis activates instead, and the Shah isFinished for the turn.

After the successfully Trumping leader has finished his set ofOrders/LCs, play reverts back to the standard, lowest-available-leader-goes procedure.

5.43 Each side is allowed only one Trump attempt per activation.

>>5.44 A leader who fails a trump attempt, or has been trumpedwhen either trying for Momentum or attempting a Trump, isFinished. An inactive leader who has not yet been activated and hasan Initiative Rating less than or equal to that of the Trumping leader,

or was subject to an Active Player Trump, is still eligiblefor activation. However, this “Bypassed Leader” maynot use Momentum that turn. (Use the “Trumped / NoMomentum” markers to indicate this).

PLAYER NOTE: Bypass applies to both players units. So if the Shahis successful in Trumping Emir Malik (see 5.41 example), not onlywill all Khwarazmian leaders be unable to use Momentum, but alsothe Mongol leaders Kutuku, Tului, Bela, and all the Noyans.

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5.45 A leader may be activated only once per game-turn, althoughthat activation may be extended by Momentum. Finished leadersmay not be activated again that turn.

5.46 A leader that successfully trumps cannot pass. He must issuean order to a unit to move or fire, or he must use his Range to orderunits to Shock attack. A unit is considered to have moved for thepurpose of this rule if it ends the phase in a hex different from theone in which it started (a change of Facing is not enough).

5.5 Elite CommandersThis rule simulates the marked superiority of certain command-ers—such as Genghis—especially in their ability to “get going”before their opposition.

A player with an Elite Overall Commander (indicated by thetriangle next to his Initiative Rating) has the option to start each turnwith a single Elite Initiative Orders Phase. This E-I Orders Phasemay be undertaken by the OC or by any one subordinate leader whois in his Command Range, regardless of Initiative Rating, asdesignated by the player. That leader may not use Momentum tocontinue this EI Phase. After that Phase is completed, the chosenleader or OC reverts to inactive (but not Finished) status. He hasundergone only one Orders Phase for purposes of 5.14 and may beactivated again, using normal activation rules.

If both players have an elite OC, at the start of each turn each playerrolls a die, to which he adds his Elite Commander’s InitiativeRating. High roll wins the Elite phase. If the adjusted die roll is a tie,neither player can use the E-I Phase.

6.0 Movement6.1 Movement AllowancesDESIGN NOTE: Movement Allowances simulate not only the timeit takes a unit to move from point ‘a’ to point ‘b’, but also itsmaneuverability relative to other, different-type units as well as thetactical doctrines applied to deploying those units.

6.11 A combat unit’s printed Movement Allowance is the basicallowance for a single order. A combat unit receiving an order maymove up to its printed MA. Units may move less than their printedMA [see 9.31 Uncontrolled Aggression for an important exception].

6.12 There is no limit to the number of times a combat unit maymove in a single turn; however; it may move only once per OrdersPhase.

6.13 After the first time a unit moves in a turn, flip it to its “Moved”side (but see 6.14 below). “Moved” units may use their full MA.However, each time a “Moved” unit is moved, it suffers a CohesionHit [11.1]. This hit penalty does not apply to advances after combator units using Orderly Withdrawal [6.53]. (Compare this to the“terrain-mandated” hits in [9.21]). Firing without movement is notmovement for the purposes of this section.

>>6.14 Certain mounted units are not affected by 6.13; they do notflip to a “Moved” side. In fact, they have no Moved side, which isthe way you recognize which units this includes. Knights, eventhough they do not have a “Moved” side, are affected by 6.13.

Dismounted units are affected by 6.13.

PLAY NOTE: We have provided some “Moved” markers to helpremember who has/hasn’t moved.

6.15 Activated Leaders may move any number of timesin a turn or Orders Phase, but they may not exceed theirallotted nine MA per phase. See, also, 6.64 and 6.76.Leaders move using cavalry costs. Leaders have nofacing and do not pay any cost to change facing.

6.2 Movement Restrictions6.21 As a unit moves it traces a path of contiguous hexes throughthe hex grid, paying the cost of each hex entered. One unit’smovement must be completed before another can begin.

6.22 A unit may be moved in any direction or combination ofdirections. However, a unit may only enter a hex which is to its front[7.11]. In order for a unit to change direction it must first changefacing [7.12] by pivoting in the hex it occupies.

6.3 Natural TerrainDESIGN NOTE: Because these were cavalry-oriented armies,virtually all battles were fought on as flat and clear a piece ofground as could be found. Some care was also taken in usingnatural barriers, such as rivers, to secure flanks.

There is always a cost in Movement Points to enter/cross each typeof terrain. In addition, there may be a possible Cohesion Hit penaltyto do so, depending on the unit and/or terrain type.

6.31 A unit expends Movement Points for each hex it enters and forsome hex sides crossed. Most units also pay extra Movement Pointsto move into a hex of higher elevation.

>>6.32 A unit usually receives a Cohesion Hit whenever it changeselevation or enters Rough/Woods terrain. All Cohesion Hits due tomovement, including all advances after combat and facing changes,are applied the instant they occur. Leaders never suffer cohesionpenalties.

DESIGN NOTE: Unlike many other games in this series, there isalmost no “Rough” terrain here, the exception being the elevatedterrain around Ayn Jalut.

6.33 A hex containing two types of terrain uses the “majority”terrain. Thus hex 1325 at Liegnitz, while it does contain some Clear,is a Woods hex in game terms.

6.34 Certain hexes are impassable: no unit may enter such a hex.

6.35 A moving unit must have enough MPs to pay the terrain costof entering a hex; if it doesn’t, it cannot enter that hex. Units also paymovement point costs to change facing; [7.12].

>>6.36 Elevation and rivers may also affect shock combat resultsby adjusting the column under which the players roll to determinelosses, as per the Shock Combat Results Table.

6.37 The Movement Costs Chart. This chart gives the Movementcosts and Cohesion Hits for each type of unit moving (or changingfacing in) into/across a specific type of terrain.

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6.4 Column MovementDESIGN NOTE: On the battlefield, infantry, and some cavalry,moved in a battle formation that would, in later centuries, be called“Line.” They were capable, however, of using a much looser, moremobile formation (in modern terms, “Column”) for more rapidmovement. In addition, because the units were not in an extendedline that constantly needed dressing to be effective, the effects ofmovement upon a unit’s “cohesion” were not as drastic.

>>6.41 On being given a move order, any infantry unit that is notin an enemy ZOC or Routed may change to (or from) “Column” atthe conclusion of its Movement. It costs one MP to change forma-tion, either in or out of Column, so the unit must have at least one

MP remaining to do so. In order for a unit to use ColumnMovement it must start the Orders Phase in Column.Use the “In Column” markers to indicate this status.

6.42 Units In Column increase their MA by one (usually from ‘5’to ‘6’). In addition, the only Cohesion costs a unit In Column paysare the ones marked with a “COL” on the Terrain Chart.

EXAMPLE: Units In Column pay the Cohesion cost for movingthrough steep banks (Kalka), but they do not pay such for crossinga Stream.

6.43 Units in Column must face the hex side (not the vertex) andonly the hex directly in front of them is frontal. The change in facingis effected when the change to (or from) Column status is an-

nounced. When changing formation from column to normal, theunit is always faced to the vertex on either side of the hex side. Thereis no cost to do so.

6.44 Column units move into either their frontal hex or the flankhexes adjacent to the frontal hex. There is no cost in MP’s to changefacing to move into a frontal-flank hex; there is to move into anyother hex.

6.45 Units In Column have their TQ ratings temporarily reduced bytwo (–2). Units in column may not use Missile Fire nor conductShock combat. The only thing they do is move. If Shock attackedby an enemy unit, the attacking unit is automatically AttackSuperior, regardless of Position or Weapon system.

6.46 If an In Column unit is shock attacked, at the conclusion of thatOrders Phase the unit automatically goes back to its normal combatformation at the cost of one additional Cohesion Hit, even if that hitwere to cause it to Rout!

6.47 In Column units may not use Orderly Withdrawal, nor maythey move through other units.

>>6.5 Orderly WithdrawalOrderly Withdrawal is a form of retreat carried out during theMovement Segment, in the face of an approaching enemy, in which“lighter”, but faster and more maneuverable, units can avoid gettingcrushed.

EXAMPLE OF MOVEMENT: Unit A moves 9 MPs paying oneextra MP (+1 MP) to cross the stream and +1 MP to rotate. UnitB moves 5 hexes, paying +1 MP to move through a friendly unit,fires its missiles (at no MP cost [8.11]), rotates (+1 MP) and thenmoves back two hexes—at a total cost of 9 MPs. Unit C is a heavyinfantry unit which incurred one cohesion hit when Unit B movedthrough it. Unit D moves adjacent to the enemy unit at a cost of4 MPs and must cease movement (7.21). No Orderly Withdrawal

is possible from the knight HC because the Mongol HC unit hasa higher Movement Allowance than the knight. Units E and Fspend their entire MA to surround the enemy knight unit. Notethat both units rotated before they moved adjacent becausechanging facing is normally not allowed in an EZOC (7.13). UnitG moves within two hexes of the Teutonic Knight unit allowingit to exercise its Orderly Withdrawal option—which it doesmoving backwards two hexes (2 MPs).

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DESIGN AND PLAY NOTE: OW is an extremely valuable maneu-ver. Therefore, we have gone to great lengths to explain this rule.

6.51 During an enemy Movement Segment, any un-routed cavalryunit not in an enemy ZOC [7.2] may avoid contact with an enemyinfantry unit the instant the infantry moves within two hexes of the“defending” cavalry unit. This case also applies if the moving unitstarts its move at a range of two hexes. In addition, Light Cavalry(LC) that are ineligible for Feigned Retreat (see 6.7) may performOrderly Withdrawal, as described above, against enemy HeavyCavalry (HC). Light Cavalry (LC*) don’t use Orderly Withdrawalagainst opposing cavalry, but instead use Feigned Retreat (6.7) asdescribed below.

PLAY NOTE: Infantry never gets to use OW.

6.52 To undertake OW, the defending cavalry unit Withdraws up toa number of Movement Points (not hexes) equal to the differencebetween the unit’s movement allowances away from the advancingunit. Withdrawal must occur the instant the enemy unit moves intotwo hex range (stop moving the friendly unit temporarily), or theoption is lost. Cavalry units that qualify as a Line may withdraw asa ‘clump’ if any part of that ‘Line’ conducts Orderly Withdrawal.For Leaders, see 4.42.

PLAY NOTE: Yes, it says within two hexes, so any (eligible) friendlyunit can Withdraw if an enemy moves within two hexes, even if thatunit doesn’t actually move in his direction. Thus the friendly playermust make his decision to withdraw before the moving enemy makeshis full intentions clear!

6.53 The withdrawing unit maintains its original facing throughoutwithdrawal at no facing change cost in Cohesion Hits or MovementPoints. It does, however, pay any of the usual Cohesion penalties forterrain entered/crossed during the withdrawal. At the completion ofwithdrawal, if it wishes to change facing it pays any Cohesionpenalties inherent in such change.

PLAY NOTE: Orderly Withdrawal is a “retreat” in the face of anapproaching enemy, long before that enemy can close. This is whythe withdrawing unit can return to the original facing (with mini-mum cohesion cost) it had before the enemy approached. In play/game terms, you simply move the counter backwards.

6.54 If the Withdrawing unit was being approached from a rear orflank hex it suffers a 1 point Cohesion Penalty before withdrawing.

6.55 If a Withdrawing unit reaches its TQ Rating in Cohesion hitsit Routs [11.41].

6.56 A unit may withdraw an unlimited number of times during agame turn, but the 6.53 and 6.54 penalties apply to each, individualwithdrawal. No movement points are expended and no orders areneeded for combat units.

6.57 A unit may not withdraw into an enemy ZOC or any hex intowhich movement would be prohibited. Stacking restrictions (6.6)apply during withdrawal. Bow armed cavalry units may use Directfire (only) as part of an Orderly Withdrawal against infantry only.The range is always treated as two (2) hexes and the fire isconducted prior to the movement. All moving modifiers apply. Awithdrawing unit is limited to one missile fire per triggering unit perOrders Phase.

6.58 Orderly Withdrawal takes place during the opposing player’sMovement—a unit may not Withdraw in the Shock Combat seg-ment. The attacking/moving unit may continue to complete itsmovement in the face of such withdrawal.

>>6.6 StackingStacking refers to more than one unit in a hex at any one time,whether during movement or at the completion of movement, orduring retreats or advances.

6.61 The Basic Stacking Rule: A hex may contain, withoutpenalty, one combat unit … no more. Leaders and informationalmarkers do not count for stacking purposes (but see 6.67). A hexmay contain any number of leaders/markers.

DESIGN/PLAY NOTE: The stacking rules are very simple – com-bat unit may not end a move (of any type) stacked with any unit.

6.62 A unit may never move into or through a hex containing anenemy combat unit.

6.63 Units may move through Friendly combat units at the follow-ing costs:

• the unit expending Movement Points pays 1 MP, in addition tothe terrain. There is no movement penalty for units when movingin terms of hexes (usually advances or retreats).

• if any HI or MI are involved, each such unit suffers 1 CohesionHit.

• a Routed unit that moves through (or is moved through by) afriendly unit is eliminated.

• A combat unit may not end its move stacked with another friendlycombat unit

PLAY NOTE: There is no Stacking Chart, as in previous GBoHgames.

6.64 Combat units may enter a hex containing only a leader at nomovement or cohesion cost. However, Leaders pay an additionalMovement Point (+1 MP) to enter a hex occupied by a combat unit.

6.65 A combat unit stacked with a Leader may Orderly Withdraw(6.5) together. If they withdraw together, they must stay together(Remember that the Leader may also withdraw using 4.42).

>>6.7 Feigned Retreat6.71 Light Cavalry from certain armies may use a tactic calledFeigned Retreat. This enables defending units to retreat, drawingtheir attackers in pursuit away from their lines, and thenturn on them, counter-attacking. Only units whose typeletters are in a box may used Feigned Retreat, and theymay use it only against enemy cavalry.

HISTORICAL NOTE: Feigned Retreat was a favorite tactic ofsteppe cavalry, such as the Mongols–who made it famous, histori-cally – and the Polovtsians. The Russians had learned it from thePolovtsians, and the Mamluks, essentially ex-pat steppe Turks,were also familiar with the tactic. Some were better at it than others.The tactic was used more in an operational setting than on thebattlefield, especially where the Mongols are concerned.

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6.72 Feigned Retreat is used Defensively, the instant an enemy unitmoves (or begins its move) within two hexes. (See 8.3 for a similartactic in Offensive/Attack use.). Feigned Retreat may not be usedby a unit in an enemy ZOC, nor may be it used against a target thatis in a friendly ZOC. Feigned retreat is voluntary.

6.73 When an eligible defending unit has an enemy cavalry unitmove within two hexes (or it began its move within two hexes) itdoes the following:

1. It announces it is attempting Feigned Retreat.

2. It retreats from three to five hexes (not less, not more), using thegeneral principle that Retreats are “away” from enemy units. If thepath is blocked by enemy-occupied hexes or ZOC, it cannot soretreat. The unit using Feigned Retreat must change its facing toreflect the direction in which it is heading (at no MP cost). Allstacking rules apply.

3. The attacking unit uses the FR Reaction die roll (6.74) to see ifit must follow, using the path of hexes taken by the retreating unit,regardless of how far it has moved that phase. The pursuing unitignores enemy ZOCs, but must stop if the path is blocked by anenemy unit. The defending player’s units may not conduct ReactionFire at the pursuing unit, nor may the pursuing unit use Missile Fire.

4. If the pursuing unit is able to move within two hexes with a vacanthex in between, the retreating unit then rolls the die.

• If the DR is the same as or lower than the retreating unit’s TQ, thatunit may turn around and immediately either fire its missiles atthe pursuer from its current hex, or move one hex adjacent to thepursuer and either fire its missiles or Shock attack it; either oneor the other, not both. The pursuer may not use Reaction Fire ineither circumstance.

• If the DR is higher than the retreating unit’s TQ, the FeignedRetreat has failed, and the pursuer may immediately moveforward adjacent to the retreating unit and either fire at theretreating unit or Shock attack it (from the rear).

All Shock resulting from a Feigned Retreat requires a TQ Check per9.14

The activity in #4 concludes the movement phase for the pursuingunit for that Orders Phase.

PLAY NOTE: All Shock Attacks in ‘3’ and ‘4’ are part of theFeigned Retreat, and are resolved immediately, before going on toother units.

6.74 Reaction to Feigned Retreat: The unit that triggered theFeigned Retreat (FR) must check to see if it has “swallowed thebait”. The player rolls the die, comparing the DR to that unit’s FRReaction Rating, given in each scenario. If a unit is stacked with aleader, subtract one (–1) from the Reaction die roll.• If the DR is higher than the FR Reaction Rating, the target Must

Pursue (per 6.73[3]).• If the DR is the same as or lower than the FR Reaction Rating,

the target stands, even as the attacker using FR moves away asper 6.73[2]. The target unit may continue with its movement(but see 6.75).

If the reacting unit did not have a clear LOS into the hex from whichthe retreating unit started its retreat, there is no die roll and theeffects in bullet #2 above apply.

6.75 Feigned Retreats are conducted individually. If two or moredefending units are eligible to use FR per 6.73, the defending playerpicks the unit to be resolved first. If the moving unit passes his

EXAMPLE OF FEIGNED RETREAT: Mounted Knight unit Amoves within two hexes of enemy LC units C and D. TheMongol player decides to use Feigned Retreat and moves unit Cfour hexes. Mounted Knights in the Liegnitz scenario have aFeigned Retreat Reaction Rating of 2, so a die roll of 0–2 isnecessary to avoid chasing the Mongol unit—it succeeds. TheMongol player is disappointed, but he is allowed to do anotherFeigned Retreat with unit D and moves that unit 5 hexes. Themounted knight fails its reaction die roll and must pursue theretreating unit. When the mounted knight is two hexes awayfrom unit D, the Mongol player rolls a die to see if the FeignedRetreat is successful—a die roll less than or equal to 6 (its TQrating). The Mongol player rolls a 5 which allows him to turn theunit around and fire the unit’s composite Bow at the knights.

The Teutonic Knight unit (B) now moves and it too moveswithin two hexes of a Mongol LC unit. The Mongol playerdeclares a Feigned Retreat and moves it three hexes. The knightfails its reaction die roll and must pursue. However, this time theMongol LC unit fails its TQ check and so cannot turn around.The Teutonic knight then moves adjacent to the Mongol LC unitand the European player decides to shock attack it from the rear.

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reaction check, the defending player picks the next eligible unit,etc., until either there are no more eligible units or until the movingplayer fails a reaction check and must pursue.

6.76 FR may be used any number of times in a single turn by a singleunit. However, units may not FR off the map.

6.8 Movement Costs Chart.See Charts and tables.

7.0 Facing and ZOCs7.1 Facing>>7.11 All units must be faced in a hex so that the top of the unit (theside with its name) faces into the vertex of the hex (between two hexsides, as below). The two hexes to the front are called the FrontalHexes; those to the side, the Flanks, and those behind, the Rear. Aunit may only move into a hex to its Front.

>>7.12 In order for a unit to change its facing it must pivot withinits hex. All infantry units (this includes Dismounted Cavalry) paya cost of one movement point for each vertex shifted. Cavalry unitspay one movement point to face in any direction. Leaders do notexpend movement points to change facing.

>>7.13 A unit may not change facing after entering an enemy ZOC.Exception: Units advancing after combat [9.22] may change facingone vertex. A unit that begins the Movement Segment in the ZOCof one enemy unit may use up to one half its MA (rounded up) infacing changes. A unit that changes facing in this manner may notuse Missile Fire, nor may it conduct Shock Combat, nor may it use7.23 #3 to leave that ZOC. A unit that is in the ZOC of more thanone enemy unit may not change facing.

>>7.14 Units that change facing within a Rough terrain hex suffera one-point Cohesion penalty for each vertex for which they do so.

7.15 Reaction Facing Change. Any unit may change facing onevertex per Phase when an enemy unit moves adjacent to it (and thisincludes Advances after Combat). It may not do so if it is alreadyin the ZOC of another enemy unit. If the reacting unit is infantry, theplayer rolls one die after changing facing. If the DR is higher thanthe unit’s TQ, apply the difference (DR – unit’s TQ) as hits to thereacting unit. There is no die roll for cavalry units.

7.2 Zones of Control (ZOC) And ShockRequirements7.21 All combat units exert a Zone of Control, but only into theirFront hexes—even those that are out of missiles. Routed units andleaders do not exert ZOCs.

7.22 ZOCs do not extend into a hex into which movement isprohibited.

7.23 A unit must cease movement the instant it enters an enemyZOC. A unit that begins movement in an enemy ZOC may move outof the enemy ZOC only if:1. It is the Overall Commander issuing two Orders to himself;2. It is a leader issued two Orders by his OC;3. It is a combat unit that can receive an order to move, has at least

one unoccupied frontal hex, and its printed MA is greater thanthe MA of any enemy unit exerting a ZOC on it.

7.24 A unit leaving an enemy ZOC may immediately enter anotherenemy ZOC, but would then cease movement for the remainder ofthat Orders Phase. Units leaving a Missile unit’s ZOC are subjectto Retire Reaction Fire [8.41].

7.25 If opposing units extend a ZOC extend into the same hex theyare both considered to “control” that hex.

7.3 Shock Requirements for Units in ZOC7.31 Some units with enemy units in their ZOC must Shock Attack,while others may choose to:

A. In the Shock Combat Phase, “heavy” combat units—those unitsnoted with a “plus” [+] on the Superiority Chart—that movedduring the current Orders Phase must undertake a Shock Attackagainst all enemy units in their ZOC.

B. All other “lighter” units that so moved may choose to undertakeShock.

C. Any unit issued Fire (only) orders, or those simply within theactivated Leader’s command range may choose to attack all enemycombat units in their (friendly) ZOCs. [7.32, 9.11].

7.32 The moving player places a “SHOCK-Check TQ” marker ontop of each moving “heavy” unit (7.31[A]) the instant that movingunit moves adjacent to an enemy unit. The moving unit must Shockattack in the ensuing Shock segment. Units that are eligible to—butdo not have to—attack, because they moved as per 7.31[B], alsoreceive a “SHOCK-Check TQ” marker the instant they finish

movement if, at that instant, the player chooses to shockattack with that unit. Non-moving Units under 7.31 [C]are given “SHOCK-No Check” markers at the begin-ning of the Shock Combat Segment. These Shockmarkers delineate which units will have to undergo apre-Shock TQ check [9.14]. Only units with Shockmarkers may Shock attack.

EXAMPLE: A Russian Cataphracted Heavy Cavalry unit moves sothat it has a Mongol HC unit in its ZOC; the Russian HC has a“SHOCK-Check TQ” marker placed on top of it because it has toattack. A Mongol Light Cavalry unit moving adjacent to an infantryunit does not have to shock attack; however, the moving player muststate his decision on whether or not to do so as it finishes movement.If he wishes it to attack, he must place a “SHOCK-Check TQ”marker on top.

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8.0 Missile CombatPLAY NOTE: There are two kinds of Combat: Missile and Shock.Missile combat occurs as part of—or instead of—movement at anypoint during the Movement segment of an Orders Phase. Shockcombat comes in its own segment—at the conclusion of the Move-ment Segment, after all orders have been issued and movement iscompleted. A missile unit can participate in both types of combatduring the same Order Phase.

8.1 Missile VolleyHISTORICAL NOTE: The ubiquitous use of the Composite Bowduring this period made Missile fire a major force on the battlefield.The “simple” bow of ancient history is now either a Short Bow(much better than the ones used more than a millennium ago butfound almost only in Europe) or a much more effective CompositeBow. The use of archers as a major component in an army is, in theEast, mostly mounted. The Longbow does not make an appearancehere, and its use as a major force of infantry-based armies is abouta century away. There may have been occasional uses for javelins,but there is not enough evidence of such to include them.

8.11 There are three types of missile units in TDH: Short Bows (B),Composite Bows (C) and Crossbows (CB). When given an indi-vidual order, individual missile units can move, fire, or fire duringmovement. A Line of Missile units given a Line Command may fireduring—or instead of—their movement. The units in the Line donot have to conduct the same action (some may move, others mayfire without moving, while still others may both move and fire). Aunit may fire during movement only if it moved “forward” (towardsthe target) immediately preceding actually firing. (See the example,below.) Firing during movement does not cost any movementpoints; however, see 8.18[45].

EXAMPLE: A Mongol Light Cavalry unit may move 4 hexesforward, fire at an enemy four hexes away, and then use itsremaining points to ride away.

>>8.12 Missile Fire may occur:1. As an Order or Line Command2. As Reaction Fire [see 8.4]

>>8.13 A Missile unit may fire at any single target unit which iswithin its Missile Range—which extends from its frontal and/orflank hexes and to which it can trace a Line of Sight (LOS) [8.16].Missile units must each fire individually; they may not combinefire. Engaged units may not be the target of Missile Fire (see 11.2).

Important Note: Certain units are allowed a more rapid, volumi-nous rate of Fire; see 8.2.

8.14 Missile Supply. A missile unit may fire if it has at least onemissile volley remaining.

1. Composite Bow (C) and Short Bow (B) Armed Archers and unitshave an unlimited number of missile volleys until they roll anunadjusted ‘9’ when resolving any missile combat. Atthe instant one of these units rolls an unadjusted ‘9’place a Missile Low marker on it, indicating it has onevolley remaining.

2. Crossbow-armed Infantry (CB) have an unlimited number of

missile volleys until they roll an unadjusted ‘6–9’ when resolvingany missile combat, at which point place a Missile Low marker onit, indicating it has one volley remaining. See 8.25 for when the dieis rolled for units capable of multiple firing.

3. If any “Missile Low” unit fires flip the marker over toits Missile No side to indicate there are no missiles leftto fire. A unit with a Missile No marker may not fire atany time.

8.15 Any friendly “Missile Low” or “Missile No” unit that is:1. not in an enemy ZOC, and2. is not within Missile Fire Range and Direct Fire LOS of an

enemy unit (that is not ‘Missile No’), may Reload during theReload segment of the Rally Phase by simply removing anyMissile Low/No markers.

8.16 A missile unit can shoot a missile volley only at an enemytarget unit to which it has an unobstructed Line Of Sight (LOS).An LOS is calculated by tracing a path of hexes between thecenter of the hex the missile unit is in and the same for the targetunit, through the firing unit’s frontal or flank hex sides. LOS isblocked if any part of a hex of higher elevation is between the twounits. If the LOS is blocked, missiles may not be fired. Woodshexes block LOS.

Exception: Missile Units may always fire into adjacent frontal orflank hexes.

>>8.17 Combat units block LOS except in the following situations:• LOS is never blocked by combat units when using Arched Fire• LOS is never blocked by friendly combat units when using H&D

tactics (8.3).

The diagram above shows the range of each of the Missile Typeunits. The numbers in the hexes are To Hit numbers. Forexample, a dismounted Mongol cavalry unit with a compositebow (top unit) will hit a target two hexes away on a die roll of0–8 (assuming there are no other modifiers). See the MissileRange and Results Chart (10.1) for a complete list of modifiers.

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• LOS is not blocked by friendly units adjacent to a unit usingDirect Fire.

Note that C and B missile types may use either Arched or Direct fire.Crossbows may only use Direct Fire.

PLAY NOTE: LOS, while not a major problem in most of thesebattles because of the flat terrain, is often a cause of “playertension”. We suggest that missile LOS rules be interpreted strictly,while LC LOS for Line Command rules be interpreted liberally. Theformer are trying to shoot at a target; the latter are simply tryingto see if everyone is in place.

>>8.18 The Missile Range and Results Chart [10.1], in coordina-tion with the Fire vs. Armor effectiveness Chart [10.2] is used todetermine the effect of Missile volleys. For each firing unit:• First, the firing player announces whether his unit is using Direct

or Arched Fire.• Then, the firing player consults the FvA Effect Chart to see what

the die roll adjustment is for that firing type against the type ofarmor protection of the target unit.

• The player now rolls one die and, adjusts that DR by all theadjustments listed below and on the Missile Range/ResultsChart. If the adjusted die roll is equal to or less than the ratingindicated on this chart for that range, the target unit takes oneCohesion Hit. If the die roll was greater than the missile unitsvolley strength then it misses.

The following die roll adjustments are made:1. Those on the FvA Effect Table.2. If the missile unit moved/will move (this does include Feigned

Retreat 6.7), add one (+1) to the die roll.3. Shower Fire (see 8.23 and 8.24).4. Terrain, although there is none in this game that adjusts the

effectiveness of missile fire.

All combat effects from missile combat are immediate and occurbefore any other unit is moved/fires.

EXAMPLE OF FIRE: At the Kalka River, a Polovtsian LC fires ata Mongol HC unit at a range of three hexes using Arched Fire. Sincethe LC intends to move after the shot, a +1 is added to the DR. Thereis no DRM due to armor against an HC target using Arched Fire.The Russian player rolls a 4 which becomes a 5 due to the DRM sothe fire misses.

A HISTORICAL NOTE ON CROSSBOWS: The range of crossbowsin the 13th century was about half that of the Composite bow.Moreover, the Europeans had not yet been introduced to theTurkish methods of steadying fire.

8.19 If there is a leader in the target hex and the Missile Die roll isa “0”, there is a possibility the leader has been hit. Roll the die again;if that die roll is a ‘0’ the leader has been Wounded. The player thenrolls a third time; if that die roll is greater than the leader’s InitiativeRating, the leader has been killed. See, also, 9.15. Players may, ifthey wish, fire at a hex (in range) in which there is only a leadercounter.

>> 8.2 Rate of Fire: Shower Fire Tactics8.21 Certain archers, those with their Missile Type in a red trianglemay use Shower Fire tactics. Shower Fire must be preannounced,but may be used by individual units while others, activated thatphase, are doing something else.

8.22 Shower Fire may be used either by Activated units, or bydefending units using Reaction Fire (8.4).

8.23 Mounted Shower Fire: When mounted archers capable ofShower Fire, use Shower Fire:• Reduce their Movement Allowance to ‘5’• Subtract two (–2) from each Missile table die roll.• Become Missile Low on a die roll ‘8’ or ‘9’

8.24. Foot Shower Fire: When Dismounted archers capable ofShower Fire, use Shower Fire:• They may not move, if activated.• Subtract three (–3) from each Missile table die roll.• Become Missile Low on a die roll ‘7’, ‘8’, or ‘9’

HISTORICAL NOTE: While the major archery tactic of the Eur-asian steppe cavalry was Harassment and Dispersal (8.3), theMiddle Eastern Turkish tribes preferred what the sources callShower Fire. (They did adopt Mongol tactics for a short while, afterthe appearance and success of the latter, but quickly returned tofavoring Shower Fire). Using Shower Fire trained archers, on foot,could fire 5 shafts in under 3 seconds.

8.25 Any activated infantry units (or dismounted cavalry) armedwith a composite bow (Missile type C) that does not move duringthe phase in which it is activated, can fire twice. These units neednot fire at the same target. Missile supply is checked on the 2nd dieroll only. When firing twice, Shower Fire may not be used.

8.26Units capable of Shower Fire may not use Harassment andDispersal tactics, nor may they used Feigned Retreat.

DESIGN NOTE: The above rule, 8.26, is based on the fact thatarmies adapted either one method of missile combat or the other.They did not use both.

>>8.3 Harassment and Dispersal TacticsPLAY NOTE: This is the Attack version of Feigned Retreat. Bothwere standard battle tactics of the Eurasian steppe tribes.

8.31 Light Cavalry (LC) with any missile capability (Shower Firecapable units are an exception per 8.26) may use H&D tactics. H&Dcomprises a unit’s entire action for that turn.

8.32 LC using H&D must start within four (4) hexes (but notadjacent to) the target unit. They may not start in an enemy ZOC,and they must be able to trace a path of hexes clear of enemy units.This path may not be traced through enemy ZOC unless that ZOCis adjacent to the target. Furthermore, they must have a clear LOSto their intended target (8.16 and 8.17). H&D may not be usedagainst enemy units that are in a friendly ZOC.

8.33 The H&D path may be through/into friendly-occupied hexes,any non-Rough hex, or across any stream that does not cost morethan +1 to cross. If the path is traced through friendly units, the

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cohesion penalties noted in 6.63 apply.

8.34 If the unit satisfies the above, it may fire against the selectedtarget without moving (on the map that is!) The procedure is:• Note which unit is using H&D• Note the target, as above• Fire the arrows as if they were being fired at one hex range• Take return fire (8.37 and 8.43) if any (at a one-hex range)

All of this occurs without moving the firing unit.

DESIGN NOTE: Well, it is moving (to the target and then back towhence it came). We just eliminated the micro-management. It is anearly form of the pistol-era caracole, or rather the latter is agunpowder adaptation of this very Eurasian steppe tribe tactic.Usual firing range was around 30 yards.

8.35 Reaction Movement. If the target is infantry, and the infantrysuffers a Hit, the player for that infantry rolls the die.• If the DR is the same as or lower than the printed TQ, nothing

happens• If the DR is higher than the printed TQ, that unit must move

forward one hex if there is no unit in that hex. If it can’t, for anyreason, move forward, it doesn’t, with no further penalty.

8.36 Impetuosity and Aggression. If the target unit is HC of anytype, undertake the same DR as in 8.35. However, if the DR ishigher, that HC must immediately move a maximum of four MPtoward the firing unit by the most direct path and Shock Attack thefiring unit (maybe). All normal movement and ZOC rules apply.The HC may not use Missile Fire. Such a reaction/charge is treatedas part of the firing unit’s movement/turn, and the resultant shock(only the HC and firing unit are considered) is resolved beforeanything else happens.• C-armed LC may retreat up to two hexes when so counter-

charged. This retreat is conducted before the HC advances.• HC falling under Uncontrolled Aggression (9.32) add two (+2) to

their DR.

8.37 Units that are the target of H&D must use Reaction Facing(7.15) to turn and face the H&D units. They are also eligible to useEntry Reaction fire (8.43).

EXAMPLE: At the Kalka River, a Galician HC (TQ 6) has been thetarget of an H&D attack by a Mongol LC from a range of four hexes.The Galician HC fails his Reaction Check by rolling a 7. TheMongol LC decides to retreat two hexes. The Galician HC ad-vances four MP and comes up short so no Shock takes place.However, if the Mongol LC conducted its attack from a two hexrange, the two hex retreat would have been insufficient (assumingall clear terrain) to prevent the LC from being Shock attacked.

8.4 Reaction FireInactive Missile units may fire in reaction to certain enemy move-ments into (Entry Reaction) and out of (Retire Reaction) their ZOCsas well against active units that fire against them (Return Fire).

8.41 Retire Reaction: Whenever an un-routed unit leaves the ZOCof an enemy missile unit, that missile unit, if it has a range of twoor more hexes, may fire a free volley at the moving unit. Any results

are applied before the unit moves.

8.42 All Retire Reaction Fire at units moving away from the firingunit is at a Range of two (2) hexes.

>> 8.43 Entry Reaction: Whenever a friendly unit enters the ZOCof an enemy missile unit, and this includes entry as a result ofAdvance after Combat, that enemy missile unit may fire a volley atthe entering unit before any further movement or friendly fireoccurs. All effects from this missile combat occur immediately.When friendly units are moving as a Line, all movement is com-pleted before any Entry Fire takes place.

8.44 Reaction Fire does not require an Order

>>8.45 Return Fire. Any non-phasing unit may Missile Fire“back” at an enemy unit that has fired at it. The phasing unit’s fireis resolved before the return fire; they are not simultaneous. Thenon-phasing may not use both Entry Reaction fire and Return Fireagainst the same unit.

DESIGN NOTE: This brings the Cataphract rules into line withSimple GBoH’s 7.23, and should be applied to the former.

9.0 Shock Combat9.1 Shock Combat ProcedurePLAY NOTE: The Shock system relies on the interaction of theunits’ weapons, armor protection, angle of attack and overalltraining and quality (TQ) to produce a single result. While no factoris unimportant, the rating to pay closest attention to is the TQ, forthat rating determines the ability of a unit to withstand the rigors oftoe-to-toe warfare.

At the completion of the Movement Segment of an Orders Phase,shock combat occurs. Shock is part of a leader’s Orders Phase, andall shock engendered by that leader is resolved before the nextleader may be activated (or momentum attempted). All units witheither type of ‘Shock’ marker—placed as per 7.31 and 7.32—mustshock attack.

Important Note: Each shock combat is conducted as a series of stepsperformed in order for all units participating in shock combat—before the next step of shock combat is conducted. See 9.13 for thesequence of steps. We suggest undertaking each separate step fromleft to right, across the map. Players may use any system they wishto note what has happened up-and-down the lines of attack.

DESIGN NOTE: It would be easier to resolve each separate combatas one “piece”. However, to do so creates a “blitzkrieg” type ofeffect, wherein the attacker gets to choose which attacks he wantsto do first so that he can achieve “breakthroughs”. Despite itssimplicity, this would be so far from reality as to render thesystem—and the game—inaccurate. However, isolated shocks cancertainly be resolved as a piece, if doing so would not affect otherattacks. The method you choose should keep this intent in mind.

9.11 Shock Designation Segment: This is used to place “SHOCK-No Check” markers on non-moving units that Choose to Shock[7.31 [C]].

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>>9.12 The Basic Pre-Shock Procedure. Units that attack byShock must attack all units in their ZOCs, unless that defending unitis being attacked by another, friendly unit in that Shock Segment.The attacker determines which units will be involved in each,individual combat resolution, within the restrictions that follow.• A friendly unit may attack more than one unit, as long as the

targeted defenders are all in the attacking unit’s ZOC.• An attacking unit may not split its attack capabilities, although

two (or more) units may combine to attack one defender.• If more than one unit is defending and/or attacking, the side with

more units (counters) gets a Column Shift on the Shock Table (+for attacker,—for defender) equal to the difference.

• Each unit may attack only once per Shock Combat Segment.• A defending unit may be shocked attacked only once per Orders

Phase.

Other than the above restrictions, the attacking player may dividehis attacks amongst his units as he sees fit.

EXAMPLE: At the Kalka River, a Mongol Cataphracted HC movesadjacent to a Galician MI. The Galician MI happens already to bein the ZOC of another Mongol HC. The Mongol player may eithercombine the two HC in the attack or attack alone with the Cataphra-cted HC. Since the Cataphracted HC moved adjacent to the MI unit,it must Shock attack.

>>9.13 An Overview of the Shock Resolution Procedure. Sec-tions 9.14 through 9.18 are descriptions of the sequence andprocedure used to resolve Shock Combat. Each step must becompleted for all units before proceeding to the next step. Whileextensive in narrative terms, players will soon realize that thesesteps are:

1. Charge (“Shock Must Check TQ”) marked units and theirdefenders Check TQ to see if troops will attack in an orderedmanner [9.14]

2. Check for any Leader casualties [9.15]3. Resolve the Shock

a. Use Clash of Spears and Swords Chart to determine whichcolumn on the Shock CRT will be used [9.16]

b. Determine Weapon, Position, and Numerical Superiority[9.17 #1]

c. Determine whether terrain and/or leaders will have any effect[9.17 #2]

d. Resolve the Shock using Shock Results Table [9.17 #3]e. Disorder all cavalry involved in the Shock [11.6]

4. Check for Collapse [9.18]

9.14 The Charge. All units with a “SHOCK Must Check TQ”marker [7.32] and their intended targets undergo a Troop Quality(TQ) check by rolling the die for each unit, all such checks beingsimultaneous.

Exception: If all defending units are Routed, the attacking unitsneed not make a TQ check. The intended targets still do, andremember, Routed units have a TQ of 1.

Attacking units with “SHOCK-No Check” markers—and theirdefenders—do not undergo this TQ check. If a unit is to be attacked

by both types of units (Shock-Check and Shock-No Check), thedefender then checks TQ.1. If the die roll is higher than a unit’s TQ, it takes a number of

Cohesion Hits equal to the difference between the die roll resultand its TQ.

2. If the defender has taken sufficient Cohesion penalties to beequal to or greater than its TQ Rating it immediately Routs[11.41] and the attacking unit advances into the vacated hex(where it may change its facing one vertex, if desired, if it is notin the ZOC of another enemy unit). A Routed unit that fails thischeck is eliminated.

Important: See 9.21 for what happens to units earning CohesionHits when they advance.

3. If the attacker has Routed from its TQ check, Defender stays putif not Routed.

4. If both units would Rout from their TQ checks, defender retreats,as per Rout rules, but attacker stays in place (although he is stillrouted).

After the TQ check, if the attacker and the defender did not rout, goto the next step.

9.15 Possible Leader Casualties. Casualties to Leaders are deter-mined prior to resolving the actual shock. If either or both sides hasa leader stacked with one of the units involved in combat the playerrolls the die for each such leader. If the die roll is a ‘0’, the leaderhas been Wounded. The player then rolls a second time; if that dieroll is greater than the leader’s Initiative Rating, the leader has beenKilled instead.• Killed leaders are immediately removed from play [4.53].• If a leader is Wounded, he remains in play but all his ratings are

reduced by one—to a minimum of ‘0’. A leader who has alreadybeen wounded before and is wounded again is, instead, killed.

9.16 The Clash of Spears and Swords. The Clash of Spears andSwords Chart is now consulted to determine under which ShockCRT column the battle will occur (prior to any adjustments). If thereis more than one type of defending unit, defender chooses whichtype will be used for determination. However, if the attacker isattacking with more than one unit, and such attack is coming frommore than one “angle”, the attacker chooses the angle of attack mostadvantageous to him. If a unit is being attacked through the vertexbetween different facings, that defender gets the benefit of the mostadvantageous facing.

9.17 The Hand-to-hand Struggle. Players now determine theeffect of any advantages either side has and then resolve the shockcombat:

>> 1. Determine Superiority: There are three (3) “types” ofSuperiority:• POSITION SUPERIORITY: Results when one side’s angle/

position of attack is from the flank or rear• WEAPON SYSTEM SUPERIORITY: The weapons system and

armor/protection of one side is so superior to the other that it willresult in a marked increase in “losses” to the inferior side[9.17[4]].

• NUMERICAL SUPERIORITY: If one side has more units

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(counters) in the combat than the other, that player gets a ColumnShift equal to the difference: positive (+) for the Attacker,negative (–) for the Defender.

Either one side or the other may (but not must) gain Position orWeapons Superiority, either as: Attack Superiority (AS; the mostcommon) or Defense Superiority (DS). Players determine Superi-ority, using the Shock Superiority Chart. In many instances there isno Superiority.

Superiority is determined as follows:

A. If a friendly unit is attacking an enemy through its Flank or Rearit is considered Attack Superior to the defender. However,whichever unit the attacker uses to determine Position Superi-

ority must also be used to determine Shock Column on the Clashof Spears and Swords Chart [10.4].

An attacking unit does not gain Position Superiority if it’s in theZOC of any other enemy unit, and that enemy unit is not beingattacked by a different friendly unit.

B. If no position superiority is attained, the opposing units checktheir weapon class relationship [see the Shock SuperiorityChart, 10.3] to determine if either weapon system is superior(either Attack Superior or Defense Superior) to the other. Ifmore than one unit type is involved on any one side the playersuse the units they chose to determine the Shock column on theClash of Spears and Swords Chart.

EXAMPLES OF SHOCK COMBAT: The Mongol player hasmoved all 8 of the above units next to the Eastern European units.As each unit moved adjacent he placed “SHOCK-Check TQ”markers (not shown) on each of his units. Note that the CataphractHC and the HC units must shock if they move adjacent to anenemy unit (7.31); while its voluntary for the LC units.

DIE ROLLS: In this example all die rolls will be 5’s—which is aslightly better than an average roll.

REACTION FIRE: Note that the two Polish Short Bow units canfire a volley at the Mongol units as they entered the unit’s ZOC(Entry Reaction Fire 8.43). The Direct Fire would receive a +1 formoving target and a +1 against Mongol LC/+2 against HC. TheShort Bow’s To-Hit numbers are 0–5 at a Range of 1 hex. Die rollsof 5 are modified up accordingly and result in two misses.

STEP 1: All attacking and defending units undergo a TQ check.Die rolls of 5 result in all units passing their TQ except the threePolish units. The Polish MI unit receives 1 cohesion hit and thetwo Short Bow units receive two cohesion hits (the differencebetween the TQ Check die roll and their TQ rating.

STEP 2: Since their are no leaders involved this step is skipped.

STEP 3: The Mongol player now consults the Clash of Spears andSwords Chart to determine which Shock CRT column to use. ForCombat A he uses his HC unit, rather than his Cataphract HC

unit, because he wants to gain Position Superiority in the nextstep. Flank HC against KN uses the 8 column. B: Frontal HC vs.KN = 7 column. C: Frontal HC vs. MI = 7 column. D: Frontal HCvs. LI = 8 column. E: Flank LC vs. LI = 6 column. The higher theCRT column, the better for the attacker.

STEP 4: Next, determine Attacker or Defender Superiority. TheMongol player has no Weapon Superiority in any of the attacks,but has Position Superiority and Numerical Superiority as listedabove. Position Superiority causes double the Cohesion Hitsagainst the defender and Numerical Superiority provides a col-umn shift to the Shock Combat Table.

CRT COLUMN: The “base” CRT column and modifiers arelisted below each attack.

STEP 5: Next, all Shock Combats are resolved on the ShockCombat Results Table. Rolling 5’s on each Shock combat causesthe results listed above.

STEP 6: Disorder all cavalry units (attacker and defender) in-volved in Shock Combat.

STEP 7 (COLLAPSE): Units that have exceeded their TQ levelautomatically Rout (remember that the three MI and LI unitssuffered Cohesion Hits in step 1). Units that are one away fromtheir must make a TQ check and Rout if they fail. Collapse resultsfor each unit are shown in the chart above.

A B C D E

8 Column 7 Column 7 Column 8 Column 6 Column CRT Base Column

Shift 1R Shift 1R – – Shift 1R Numerical Superiority

x2 Def. Cohesion Hits – – – x2 Def .Cohesion Hits Position Superiority

2(3) = 2(6) 2(2) = 2(4) 2(2) 2(3) 2(2) = 2(4) CRT Result

No No TQ Check for Rout Def. Routs Def. Routs Collapse?

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PLAYER’S NOTE: Many different types of permutations and com-binations are possible, in terms of unit types and multiple attackangles. The two precepts, above, should cover virtually all of thesepossibilities. If they don’t, try to attain a result that best fits in withthe general principles.

2. Adjust Columns and Resolve: To resolve shock melee theAttacker consults the Shock Combat Results Table, determinesthe “base” column and adjusts that column for any NumericalSuperiority and/or Terrain effects. He then rolls the die, modify-ing the die roll by the Charisma any Leader stacked with the unitsof either side.

3. Apply Results: Results on the Shock CRT are Cohesion “hits”for both attacker and defender The # in parentheses is for thedefender. If the attacker was superior (AS) then double the defender’sresult. If the defender was superior (DS), then triple the attacker’sresult. If more than one unit (of the same player) was involved inthat combat, cohesion hits are distributed as per 11.12.

PLAY NOTE: If a unit has Hits in excess of its TQ, it does not Routat this time — it will Rout during the Collapse step after all thedesignated Shocks have been resolved.

9.18 The Collapse. All units that have Cohesion Hits equal to orgreater than their TQ automatically Rout [11.41]; then, units thatare within one cohesion hit of automatic rout and in an enemy ZOCmust roll one die. If this die roll is less than their TQ, reduce theunit’s cohesion hits by one; otherwise the unit routs. Attackingunits must advance into any vacated hex (see 9.2).

9.2 Advance After Combat9.21 Attacking units must advance into any hex vacated by enemyunits as a result of Shock (only), including Pre-Shock TQ checkrout. This does not require an Order, but the advancing unit paysall Cohesion penalties engendered by such a move [8.43]. If theadvance would rout the moving unit, it still advances and does notRout; it does have a number of Cohesion Hits equal to its TQminus 1.

Exception: Units that cause an enemy to vacate a hex because ofpre-Shock TQ check (not the actual shock) rout and are in anotherenemy ZOC at the time may not advance.

9.22 Advancing units may change their facing one vertex uponfinishing the advance, even if they are in an enemy ZOC. This is anexception to 7.13.

9.23 If there was more than one attacking unit, the unit that hadSuperiority (if any) must advance. If no such unit, the one with thehighest TQ must advance. In case of ties, the Attacking Playerchooses.

9.24 There is no advance after Missile Fire, alone, regardless ofwhat the target unit does.

>>9.3 The Code of Chivalry: UncontrolledAggression9.31 Whenever a Knight or European HC unit, or a Line containingsuch units, is activated, and that unit, or any Knight or European HCunit in that Line, is within six (6) Movement Points of an enemy

unit, and there are no intervening enemy units or friendly mountedunits, the player, before actually moving such units, rolls the die andconsults the Chivalry Aggression (C-A) Rating of the units inquestion (or the lowest rated unit in a Line) as given in the scenario.• If that die roll is greater than the C-A Rating, that unit, or all

Knight or European HC units in the Line, must move up to its fullMovement Allowance towards the nearest enemy unit and ShockAttack that unit. When there is more than one possible target forsuch a charge, the moving player determines the target. However,if there is more than one target, the target chosen must be, ifpossible, one not already being so attacked.

• If the die roll is the same as or lower than the C-A Rating, the unitsmay be moved normally

9.32 If there are intervening friendly infantry units, the Aggres-sively charging cavalry will move through them to the target. Thereis no cost in Cohesion Hits to the moving unit, however, the infantryunit must undergo an immediate TQ Check. If the DR is higher thanthe TQ, the unit takes a number of Hits equal to the difference. Thisis in addition to any hits incurred by the stationary unit per 6.63.

>>9.4 Dismounted CavalryHISTORICAL NOTE: There is much evidence in the sources thatthe Eurasian Steppe armies, whose military systems this gamecovers, were similar to their European counterparts in that theysometimes dismounted their cavalry to have them fight as infantry.This occured far more so than in ancient times and possibly anextensions of the occasions they used such a tactic in the earlyByzantine era and onwards.

All Mongol HC and LC type units may dismount and becomeHeavy Infantry and Light Infantry Archer units respectively. Cer-tain other non-Mongol HC units may also dismount and become HIor LI, as noted by a Dismounted side on their counters. Any eligibleunit that is not within range and Direct Fire LOS of an enemyMissile unit that is not Missile No, and not within 4 hexes of anenemy unit, may dismount. During the movement phase the unitexpends all of its movement allowance and flipped to its dis-mounted side. The unit may assume any facing it desires. Under thesame circumstances a dismounted cavalry unit may re-mount usingthe same procedure. Dismount/mount may be conducted as part ofa Line Command.

PLAY NOTE: Given that HI is Defense Superior to all cavalry inShock, this can be a valuable defensive tactic. But it is just that,defensive. And see the Rout and Rules for Mongols.

10.0 The Combat Tables10.1 Missile Range and Results Chart: This chart is used toresolve each individual missile fire. Cross index the Missile Typeand Range to determine the modified die roll needed to cause aCohesion Hit.

>>10.2 The Fire vs. Armor Effectiveness Chart. This chartprovides Die roll adjustments to the Missile Results portion of thatchart based on the effectiveness of the armor worn/carried by thetarget compared to that of the missile being fired.

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10.3 The Shock Superiority Chart. This chart is used to comparethe superiority (if any) of one type of unit compared to another,depending on which side is attacking or defending. Always readdown the column from the Attacker’s point of view. (Readingacross, by row, gives a “false” result.) Superiority is used toaugment Cohesion hits.

10.4 Clash of Spears and Swords Chart. This chart is used todetermine which Column will be used on the Shock Combat ResultsTable (subject to adjustments).

DESIGN AND HISTORICAL NOTE TO CHANGES: The changesto the comparative effects of weapons vs. armor shown by this chartreflect the rise of the sword as a cavalry weapon, and its effective-ness when used against the “rear” of an enemy cavalryman.

10.5 Shock Combat Results Table. This Table is used to resolveshock combat in terms of Cohesion “hits” to both attacker anddefender [11.11 and 11.12].

10.6 The Cohesion Hit and TQ Check Chart. Use this as asummary of when Cohesion Hits are applied and when TQ checkstake place.

10.7 Leader Casualty Summary Chart. This chart summarizesthe Leader Casualty checks.

11.0 The Effects of CombatUnits suffer cohesion penalties (called “hits”) from disruptive and/or excessive movement and/or combat. Too many cohesion hitsproduce a Rout. Routing units retreat, for the most part, towardstheir command Standards. A routed unit can be rallied under certaincircumstances. Cavalry that engage in Shock become Disordered,regardless of the combat result.

11.1 CohesionCohesion is a measure of how organized and effective a unit is atany point during the battle. The loss of cohesion is measured inCohesion Hits, which are applied against a unit’s Troop Quality—sometimes automatically, sometimes after a die roll. The CohesionHit and TQ Check Chart [10.6] summarizes when these occur.

11.11 Each time a unit suffers a Cohesion Hit place aCohesion Marker—representing the total number ofhits taken—on (or under) the unit.

>>11.12 If there are multiple units involved in a single combatresolution, hits must be divided as equally as possible amongstthese units, with any extra hits being given to the unit that was:

1st: used to determine Positional Superiority;2nd: used to determine Weapons Superiority;3rd: Player’s choice

This rule applies even if it means that a unit will have to Rout.

>>11.13 When a unit has absorbed Cohesion Hits equalto or more than its Troop Quality Rating it Routs[11.41]. If, as a result of Cohesion hits from Shock, allattacking and defending units would rout, the followingoccurs:

1. Attacker adds to his total hits the number of Hits—if any—thathe would accumulate were he to advance after combat.

2. The side that has the unit with the greatest discrepancy betweenhits and TQ rating Routs. If the defender is not routed, itremains in place; if the attacker is not routed, he advances (ifeligible); the unit that does not Rout has Cohesion hits equal tohis TQ minus one (–1).

3. If the difference between the hits and TQ is the same for both sides,the defender routs and the attacker advances after combat (ifallowed) and has Cohesion hits equal to its TQ minus one (–1).

If one (or both) sides have more than one unit involved and at leastone unit did not reach or exceed its TQ, then ALL units that did soRout. The above applies only when all units would have routed.

In addition, in the Collapse Phase of Shock Combat players roll forRout for units that are in an enemy ZOC and are one Cohesion Hitshort of reaching their limit [9.18].

>>11.14 Recovery. During an Orders Phase, any un-routed unit(only) with cohesion hits that is not in an enemy ZOC, nor adjacentto an enemy unit, nor within range and having a Direct Fire LOS ofany enemy missile unit that is not Missile No, and is in “clear”terrain, may remove two cohesion hits by being given an IndividualOrder to do so. A unit may not remove more than two cohesion hitsper Order Phase, and Line Commands may not be used to do this.A unit that has Cohesion Hits removed cannot move/fire in the sameOrders Phase, and a unit that has moved or fired may not have hitsremoved. Units that have Rallied this game turn may not havecohesion hits removed.

11.15 Cohesion hits do not affect a unit’s combat strength orcapabilities in any way, other than to show how close it is to fallingapart. Thus, a unit with a TQ of 6 and 4 hits has the same combateffect as one with no hits. It is just more likely to rout.

11.16 The Cohesion Hit and TQ Check Chart [10.6] lists the timesduring the game when a unit must undergo a TQ Check. Theseinstances have also been noted throughout the rules, above. A TQCheck consists of rolling the die and comparing it to the unit’sprinted TQ rating. The Cohesion Hit and TQ Check Chart also liststhe results, usually one or more Cohesion hits when/if the dieexceeds the rating. Important: Routed units have a TQ of 1.

>>11.2 EngagedAt the conclusion of any Shock Resolution in whichany opposing units are still adjacent and have notmoved (i.e. did not advance or retreat), place an “En-gaged” marker atop those units. Those units may not use MissileFire, nor may they be the target of Missile Fire until the marker isremoved. The marker is removed the instant the units becomeseparated.

>>11.3 Standards11.31 Certain leaders in a battle have a Standard counter. Standardsare the main rallying points for Routed units. See 11.5.

11.32 Standards are placed per the instructions in each individualscenario. They may be moved only if stacked with the Leader forthat Standard, in which case they move with the Movement capa-

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bility of that Leader. Standards may stack with other units at no costto either.

11.33 Standards may be Captured by enemy combatunits, if they enter a hex with a Standard counter and nocombat unit. Note that if the Leader of the Standardsuccessfully withdraws per 4.42, his Standard goes with him. Whencaptured, the capturing player has a choice:• He may immediately eliminate the Standard. If he does this, in the

next turn that the Leader for that Standard is activated, place thatStandard marker with him. (These folks traveled with more thanone banner.)

• He may move the Standard as if it were his own (by stacking itwith any combat unit). In this case, the Standard is still active interms of appearing to be a rallying point for units for thatcommand. The standard remains Captured until the Leader forthe Standard is activated in the next game turn. At that time, placethe standard with the leader. If the leader for the standard has beeneliminated, the standard is removed from play at the end of thatnext game turn instead.

PLAY NOTE: That means that Captured Standards can be used tocreate confusion. Happened fairly often.

>>11.4 Rout and Retreat11.41 A unit which has routed [11.13] is immediately moved two(2) hexes toward its Retreat Goal; either• the unit’s Leader’s Standard (as indicated in the scenario setup

instructions) if that Standard is within the Movement Range (theunit’s MA) counted in hexes (not MP); or

• its Retreat Edge (RE), as defined in the rules for each battle, if notwithin range of its Standard.

No Movement points are expended, but the unit must take the mostdirect path towards its designated Retreat Goal. This path must bethrough vacant hexes not in the ZOC of enemy units. If no pathexists, or the unit can’t retreat the two hexes, the unit is eliminated.Place a “Routed” marker on that unit when it finishes its retreat.

PLAY NOTE: Writing rules for retreat direction is a quixotic taskat best. It would take three pages of type to cover every possibility—and even then, the Rules Nutsos would come up with something new.All we can say is, try to use common sense. Fleeing men are runningaway from the enemy—not towards them. Given the choice ofrunning through or around their own men, they will, like water,choose the path of least resistance. When we say “use the mostdirect path”, we mean don’t try to meander around the board tryingto avoid the edge of the map.

EXAMPLE: At the Indus, Khwarazmian Cataphracted HC (MA 8)has been Routed by Missile Fire. The unit is six hexes away fromShah Jalal ad-din’s Standard. The unit moves two hexes toward theStandard. If the Standard was nine or more hexes away, the Cat HCwould instead retreat two hexes toward its Retreat Edge instead.

11.42 In the Rout Movement Segment of the Rally Phase all routedunits are moved their full, printed movement allowance towardtheir Leader’s Standard (if in Range per 11.41) or toward theRetreat Edge (even if they moved previously during the turn).Routed units use normal movement rules.

11.43 A unit that either moves off the map (for whatever reason) orcannot complete its rout movement because of the presence ofenemy units/ZOCs or impassable terrain, or is forced to enter afriendly occupied hex (see 11.44 for an important exception) ispermanently removed from play and considered eliminated forArmy Withdrawal purposes.

11.44 A unit retreating towards its Standard will cease retreatingwhen it gets as close to that Standard as it possibly can withoutentering a friendly occupied hex. It no longer has to Retreat anymore once it reaches that Goal. Exception: In the initial Rout move(11.41) the routing unit must retreat two hexes.

11.45 If a Routing unit enters a hex containing another friendlyRouted unit, both it and the stationary Routed unit are eliminated.

11.46 Restrictions on Routed Units:• Routed units retain their Movement Allowance.• They have a TQ of 1• Routed foot missile units are automatically “Missile No.”. All

other units retain their current Missile Supply status.• Rout-moving units do not incur movement Cohesion hits.• Routed units may not receive or use Orders or Commands, other

than Rally (Standard or Leader), nor may they fire missiles forany reason.

• If a routed unit is attacked (missile or shock) and suffers anyadditional cohesion hits, the unit is immediately eliminated andremoved from play.

11.47 If a Leader is stacked with a routing unit that leader may routmove along with that unit. He is otherwise unaffected by the rout.

>>11.5 RallyThere are two types of Rally: Rally by Leader, and Rally byStandard.

11.51 During an Orders Phase a Leader may attempt to LeaderRally any routed unit that he is stacked with or adjacent to him, andthat are not adjacent to an enemy unit or within range and having aDirect Fire LOS of an enemy missile unit that has missiles. Eachindividual Rally attempt consumes one of his Orders, and all suchrallies must be by Individual Order.

11.52 A leader may automatically Rally any eligible (per 11.51)unit with which it is stacked. A leader may attempt to Rally any/alleligible (per 11.51) adjacent Routed units by rolling the die for eachattempt. If the die roll is equal to or lower than that Leader’sCharisma, the unit is rallied, otherwise the unit is eliminated. Unitsthat have been successfully Rallied have their RoutMarker flipped to its “Rallied” side. If infantry, it nowhas Hits equal to one-half its printed TQ, roundingdown. If cavalry, it now has Hits equal to one-third itsprinted TQ, rounding down

PLAY NOTE: Yes, a Leader may move around the map during histurn, stopping to issue Individual Orders for Rally and thenmoving on.

11.53 A player may use Standard Rally by using the owning (i. e.the leader named on the Standard) Leader’s Activation – be itnormal or Trump or Momentum – to undertake a Standard Rally.

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When doing so, the Leader does not have to be anywhere near theStandard, but that is his sole “order” for that activation. Whenundertaking a Standard Rally, all eligible (see 11.55) Routed units(regardless of who commands them) that are adjacent to theStandard, or adjacent to another unit that is adjacent (the “chaineffect”) must undergo a Rally die roll.

11.54 When undertaking Standard Rally, the player rolls the die foreach eligible unit. The die roll is, essentially, a TQ Check, using theprinted, full strength TQ:• if the DR is equal to or lower than the printed TQ, that unit is

Rallied. Flip the Rout Marker to its “Rallied” side. If infantry, itnow has Hits equal to one-half its printed TQ, rounding down. Ifcavalry, it now has Hits equal to one-third its printed TQ,rounding down

• if the DR is higher, the unit is eliminated.

11.55 If a Standard moves or is Captured (see 11.33), all units thatare adjacent to the Standard, or adjacent to another unit that isadjacent (the “chain effect”) are no longer eligible for StandardRally. These combat units must move toward Retreat Edge duringthe Rout movement phase. They may not be Standard Rallied(although they may be Leader Rallied).

11.56 Units with “Rallied” markers may not be given any Ordersuntil the marker is removed. “Rallied” markers are automaticallyremoved in the Rally Phase.

PLAY NOTE: Given the low Charisma ratings of most leaders,and their need to bounce around the map to be effective, StandardRally is more a more efficient Rally mechanic. But it is not withoutpitfalls.

>>11.6 Cavalry Disorder11.61 All cavalry units that are part of a Shock Combatthat goes to die roll resolution are Disordered after thecombat has been resolved. Place a “Disordered” markeratop each such unit.

11.62 Disordered cavalry:• may not Shock Attack• when they are Shock Attacked, the Attacking Player gets a one

column shift to the Right on the Shock Resolution table.• Undergoes a TQ Check when using Orderly Withdrawal, with the

penalty being a number of Hits equal to the difference betweena die roll higher than the TQ and the TQ rating

• Has its Movement Allowance reduced by one (–1).• May not use Feigned Retreat or Harassment and Dispersal• Adds one (+1) to all Missile Fire rolls

Disordered LC capable of Feigned Retreat may use OrderlyWithdrawal against slower cavalry and are subject to the TQcheck above.

11.63 All Disordered markers are removed automatically in theRally Phase.

12.0 Withdrawal and Victory12.1 Army Withdrawal12.11 A player wins by causing his opponent’s army to Withdraw.An Army will withdraw when it has exceeded its WithdrawalLevel, as listed in the scenario, during the Rally phase at the end ofthe turn. To determine that level, each player totals the TQ pointsof all his eliminated units. Units that have Routed off the map areconsidered eliminated for purposes of Army Withdrawal. To this headds five times (5x) the Initiative rating of killed Leaders. This isthat sides Rout Point (RP) total.

12.12 If a player’s/Army’s RP total is the same or higher than theArmy’s Withdrawal Rout Level, that army has withdrawn and thatplayer has lost the battle. If both sides exceed their Army With-drawal Level at the end of the same turn, the player with the leastnumber of Rout Points above that level wins (but just barely). Ifboth sides are exactly the same, it’s a draw.

>>12.2 Mongol Reaction to Withdrawal.HISTORICAL NOTE: Most of the time – at least in the periodcovered by this game – that the Mongols left the field in what would,in game terms, would appear to be a Rout Withdrawal were, in fact,planned maneuvers. (Cf. The Kalka campaign, et al.) Actually, thediscipline and training of the Mongol army was such that, whenfaced with the type of losses that would cause other armies toWithdraw they would, instead, dismount, form tightly, and fight onfoot. Perhaps the fact that men who fled from the field were treatedrather harshly back at camp helped to create this situation.

When the Mongols reach their Withdrawal Level (Rally Phase,Step 4), the Mongol player has a choice:• He can accept the defeat and loss, ending the game . . . and

marking him a spineless wuss for generations to come, and notacceptable in any decent Mongol household. Or Chinese restau-rant.

• He can, instead, immediately conduct a Dismount and DefendPhase (below). At the conclusion of the Dismount and DefendPhase, play resumes with the next game turn.

12.21 Dismount and Defend. The Mongol player takes the follow-ing actions:• he eliminates all Routed units• he eliminates all units that are in enemy ZOC• he eliminates all non-mounted units• he eliminates all allied units• he places his remaining units anywhere between their current

position and the Mongol Retreat edge not adjacent to an enemyunit then dismounts them, facing them as he wishes. Mongolunits may not remount.

12.22 In any subsequent Rally Phase, he may choose to either giveup, or stand and defend. At some point, one of three things willoccur:1. All Mongols will be eliminated, at which point they have lost.2. They eventually give up, but they at least tried. They may order

Mongolian take out.3. The opposing player reaches his Withdrawal Level, in which

case the Mongols win!!

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GMT Games, LLCP.O. Box 1308, Hanford, CA 93232-1308www.GMTGames.com

SUMMARY OF ORDERSAND LINE COMMANDSEach Individual Order allows the player to:

1. Move any one unit. Missile units may also fire at any timeduring their movement (8.1); or

2. Individual Missile Fire with any missile unit; or

3. Remove two Cohesion Hits, as per 11.14; or

4. Attempt to Rally a Routed unit, as per 11.53.

5. Replace eliminated killed leader (Overall Commander only)[4.53]

Each Line Command allows each unit in that Line to either:

1. Move. Units capable of missile fire may do so; OR

2. Fire missiles without movement

3. Leaders may NOT use a Line Command for #’s 3-5, above.

Each Standard Rally requires all units adjacent to theleader’s Standard to make a Rally die roll (see 11.54)

ORIGINAL SYSTEM DESIGNED BY: Mark HermanGAME SYSTEM DESIGNED BY: Richard H. BergDEVELOPER: Alan RayART DIRECTOR & PACKAGE DESIGN: Rodger MacGowanCOUNTERS: Mike Lemick, Rodger MacGowan, MarkSimonitchMAP, CHARTS & RULES LAYOUT: Mark SimonitchPLAYTESTERS: Fabio Bernardini, Elias Nordling, JackPolonka, John Nebauer, and Nick HylePROOFREADERS: Steve Likevich, Alan RayPRODUCTION COORDINATION: Tony CurtisPRODUCERS: Tony Curtis, Rodger MacGowan, AndyLewis and Mark Simonitch

CREDITS

MOVEMENT COST CHART (6.8)MP Cost to Cohesion Penalties(a) to Enter/Cross

Terrain Type Enter/Cross LI MI/HI Cavalry

Clear 1 0 0 0

Woods [COL] 2 0 1 1

Rough 3 2 2 3

Stream +1 0 1 0

Kalka River +1 0 1 0

Indus River Impassable

Steep Embankment +2 0 1 1

Up 1 Level +1 0 0 0

Up more than 1 Level [COL] +1 per level 1 per level 1 per level 1 per level

Down 1 Level 0 0 0 0

Change Facing (per vertex) PLUS 1(b) 0 0 0

Change Facing in Rough/Woods 0 0 1 1Terrain (per vertex)

Dismount/Mount All 0 0 0

Change into/out of Column 1 0 0 0

COL = The Cohesion costs listed also apply to unitsIn Column (See 6.7). Units In Column do NOT payCohesion costs for those terrain effects without theCOL designation.

Notes(a) = Units not listed never suffer Co-hesion penalties from movement.

(b) = All HI and MI pay a cost of one movementpoint for each vertex shifted. Cavalry pay a costof one movement point to change facing in anydirection, regardless of the number of verticesshifted.